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In SW development we try to avoid this by building a framework where the second instantiation comes at almost no extra cost. However, we have the problem where
by zwieback 7y ago
In SW development we try to avoid this by building a framework where the second instantiation comes at almost no extra cost. However, we have the problem where we start building the framework and then never solving the original problem...
- rs23296008n1 7y agoVery common in game development. Someone focuses too much on the engine but forgets the game. Or focuses too much on the graphics pipeline but forgets gameplay. A portfolio of completed projects is actually a thing worth having in game dev. Doesn't necessarily mean a project polished to the nth degree but instead, a project that is a cohesive whole. (I'm not saying polish is a bad thing...) Notes to the pedantic: this doesn't exclude a portfolio of specific examples. eg a set of graphics assets or level assets. Or a graphics library. But the thing needs to have been "done" and not in perpetual "there's this obvious giant hole where this important functionality is missing". And yes I've had success with incomplete projects but they were fully playable just with "programmer art".