O
OdicHastings
Guest
I've been working on a game in my spare time, and I reached a point where I've decided to throw out all my current code and restart fresh. I had kind of just been doing whatever before as I felt out how exactly I wanted this game to work, and while I'm proud of what I managed to put together, I'm also aware my code base is a hilariously disorganized mess.
So I restarted! And it's gone pretty well. I'm experimenting with Macros and scripts that exist outside of objects. I'm pretty much rocketing towards being right back where I was development wise in no time, with a much cleaner code base to boot!
There's one potential issue I'm worried about though...
I use multiple objects, but most objects only contain their collision masks and creation code. The creation code only contains variables of course.
There is a special object called "Master". This is the only object with any actual programming inside it, and it's the only one that calls on scripts. This thing essentially puppeteers other objects, performing their actions for them. It's even responsible for drawing them and will eventually be responsible for handling their animations (this project follows a lot of old school roguelike philosophies, notably being played on a grid with turn based gameplay, so I don't really need animations yet).
I like how organized this master object has kept me. I'm not bouncing around between objects, and everything is just so well organized. I love how all of this game's... everything really, cascades out of this one objects code base.
But I'm also aware most projects aren't really made like this. I don't have a great deal of experience yet. I haven't encountered any pressing issues, but development is still young.
So what I'm asking is essentially, is there something I don't know? Am I going to be trucking along ok for a while before hitting some unknown wall that's going to make me realize, "WOW, this was a TERRIBLE idea! I really shouldn't have done this!" ?
Thanks in advance for any replies n_n
(Sorry if this is the wrong thread? I wasn't sure if something like this belonged in programming or design?)
So I restarted! And it's gone pretty well. I'm experimenting with Macros and scripts that exist outside of objects. I'm pretty much rocketing towards being right back where I was development wise in no time, with a much cleaner code base to boot!
There's one potential issue I'm worried about though...
I use multiple objects, but most objects only contain their collision masks and creation code. The creation code only contains variables of course.
There is a special object called "Master". This is the only object with any actual programming inside it, and it's the only one that calls on scripts. This thing essentially puppeteers other objects, performing their actions for them. It's even responsible for drawing them and will eventually be responsible for handling their animations (this project follows a lot of old school roguelike philosophies, notably being played on a grid with turn based gameplay, so I don't really need animations yet).
I like how organized this master object has kept me. I'm not bouncing around between objects, and everything is just so well organized. I love how all of this game's... everything really, cascades out of this one objects code base.
But I'm also aware most projects aren't really made like this. I don't have a great deal of experience yet. I haven't encountered any pressing issues, but development is still young.
So what I'm asking is essentially, is there something I don't know? Am I going to be trucking along ok for a while before hitting some unknown wall that's going to make me realize, "WOW, this was a TERRIBLE idea! I really shouldn't have done this!" ?
Thanks in advance for any replies n_n
(Sorry if this is the wrong thread? I wasn't sure if something like this belonged in programming or design?)