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I am having an experience that is in some ways strikingly similar to the one described. I want to iterate on my game's level design abilities to choreograph va
by chipsy 17y ago
I am having an experience that is in some ways strikingly similar to the one described.
I want to iterate on my game's level design abilities to choreograph various enemy AIs with detailed scripts - things like "this group will spawn over here and take this path over there, shooting at these intervals."
But figuring out what the best paradigm, the best data format and tooling to help me iterate on the choreography is - is a guess. I can make a bells + whistles solution, but it might not be the right one. But neither is it something that can just wait and becomes obvious at some later date - the technical solutions and the design solutions are intermingled and have to be resolved together. So even though I'm my own customer, I'm still in the "lean" stage of this feature.
So I'm trying to stick hard and fast to "stupidly simple" means of tackling each problem I encounter. Instead of making one all-powerful choreographer system I've started with the stupidest, simplest one I could think of, hedging my bet by allowing multiple systems to coexist, while making the key pieces of data I already know I need, like spawn positions and trigger targets, sit in a different layer where they're easy to edit and interchange.
Essentially, I want to ride on the "80% solution" for a while and then gradually accumulate the rest, and I think the key to making that work is to know where you are uncertain and start fencing off the most suspicious areas so that you can build the eventual shift into the architecture - not modularity so much as "this code will someday become legacy code, so treat as if it already is."
I'm really sleepy right now so this might seem more profound to me than it is.