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Gamedev is like a house of cards

It all starts so pretty isn't it? A clean project, a quick prototype, it works! It's beautiful.

David Amador, Blogger

July 31, 2012

1 Min Read
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It all starts so pretty isn't it? A clean project, a quick prototype, it works! It's beautiful. 

prototype phase

Now it's time to add more features, everything is planned out, all cogs have a place to be, it goes smoothly for a while.

robust prototype

Now you realize other small components are needed, no problem, let's make them...

small components

Eventually you do need to plug them into the game itself, and that's when the problems start, most of the other stuff wasn't built considering these new components. Will they break?

building on top

What's worse, if at some point you need to radically change something in the gameplay, this might happen. You changed it so much that most of the code just has to be thrown away. It has no place.

different base

Not to mention that eventually trying to remove/replace some function or a core component can have serious consequences.

remove/replace a component

Well, I hope you all have a nice week! I'm going back to work #gamedev

 

[This is a repost from my personal blog at http://www.david-amador.com ]

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