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If there's a universal thing to derive from this great article, it's: "The point is, most of these ideas are simple and obvious in hindsight, but I had to make
by michaelbuckbee 9y ago
If there's a universal thing to derive from this great article, it's:
"The point is, most of these ideas are simple and obvious in hindsight, but I had to make a lot of mistakes to find them. It's nearly impossible to coalesce good design decisions straight from the ether. The only reliable method is iteration and trial and error."
- taneq 9y agoI'd also add "no aspect of a game (or other piece of software) exists in a vacuum." 90% of the changes to the camera control were directly linked with changes to gameplay and user interface, which were only arrived at by iterating on the game as a whole rather than just the camera aspect. The whole article would have worked just as well if it were titled "How To Make A Game Fun".
- Iv 9y agoStill, my productivity increased when I consciously forced myself, when faced with some difficulties where I have failed once or twice, to resist writing more code, switch down the PC, go for a walk and think (or a good bath). Thinking hard for a few hours about a problem is underrated IMO.