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Sure, the mission should always be: shipping fun profitable products. Doesn't hurt have solid code architecture from the get go though. From what I understand E
by Loveaway 3y ago
Sure, the mission should always be: shipping fun profitable products. Doesn't hurt have solid code architecture from the get go though. From what I understand ECS are very flexible and probably your best bet. It's often hard to see where a game is headed, which can turn thoughtless code very ugly very fast. Still, many games get shipped like that, but if you're in for the long run you'll eventually have to maintain it. So why not consider the advice from industry veterans and read about a few proven design patterns.
- stuckinhell 3y agoAbsolutely, however game developer forums, discords, etc are full of people who obsess over the "ideal" way to do things rather than ship their game and go bankrupt or destroy their lives doing it. So it's extremely common polite etiquette in the indie game developer to remind people that the end goal is a fun product that you can sell. Many many people lose a ton of money during indie game dev, and it's always a tragedy. If you want to use a no code tool like playmaker over coding, then do it. As long as you ship the code. Just keep shipping out your game.