Weeks into developing the prototype we realized that it's slowly getting more difficult to change very simple things; and not being able to add more characters without a major revamp was the last straw!
So what happened?
Bad, undocumented, and spaghetti code filled with band-aid solutions happened. I remember making it clear back then our aim was to make a prototype where the mechanics felt good. Fast. So I chucked all the decent programming practices™ I’ve learned and focused on making it work. Needless to say, I overdid it. Here are some of the stuff that made me want to flick the ‘me’ two months ago with a rubber band:
Core mechanics heavily reliant on GUI code
Parallax Background loop used poorly made formula based on trial and error on the furthest background that lead to inconsistent instantiate positions
Too many temporary variables and unplanned scripts made from quick patches/changes on the mechanics when we were deciding on what felt good
Accidentally imported multiple Firebase packages and couldn’t figure out which ones to delete without ruining the ones that I need
GUI logic were pretty much enable-disable scripts that had the possibility of overlapping with each other
And quite a few more not worth mentioning
So it felt really worth it to just start from scratch. I managed to catch up to around 70% of the entire progress in less than a day so it felt pretty fulfilling anyway. Plus, this time it’s much better prepared for having a back-end! But one of my favorite parts is the fact that the background looping feels satisfying now.
Check out the entire story: https://dandangames.fun/?p=248
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