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Programming / Re: RogueLike in facebook
« on: October 14, 2012, 07:40:08 PM »
I would like some input if possible.
Maybe consider having a full design document done BEFORE you start coding.
It's all too easy (especially nowadays) to jump into actually doing work on a(ny) project, but 99.9999% of the time if you don't have your design decided from start to finish beforehand you're going to give up.
I guess it all depends on the person and what goals you have with the project. As this is a project I maintain on my free-time I like to get stuff done before I get bored with a project. Because what usually happens with me is that I get bored after trying to make a complete UML design. Just that part can takes hours and hours of work. That is why I decided to just go with the flow on this one and actually get something done and playable. I don't have that much time on this project as I would like to have but I got to make the most of it. And doing actually coding I find the most fun. This is my project and if I make something playable or not is yet to see. Also you never finish a program only stop working on it.
That's awfully naive. A GDD and a UML are vastly different things. You at least have an idea as to what you want to accomplish and perhaps a reason why the implementation would be fun.
You posted this in a public forum inviting others to help if they wanted to. Saying that you don't seem to care about the game's design is a bit of a contradiction.
You indicated previously that you have a 'basic structure' in mind- what is that structure? Even if it's not very concrete and flexible, that's your GDD. So- what is your game? What is this basic structure? It's more or less impossible to help another person code something if you don't know what they're trying to accomplish.
I come up with ideas while I'm coding and write them down in a simple document. I done this in many other projects with other people. Working in the Agile iterative working environment. Before each iteration we discuss the features and ideas that come up during the previous iteration. If they should or should not be implemented. This way of working had good results for minor projects in the past in my experience. If you disagree that's your problem. But this is how I like to work. If anyone would like to help in some way. We would discuss the current status, features to implement and how I currently would like the project to progress. Working Agile is good because you can get the feel of the game and change it quick if you notice a negative user experience.
Latest update: Got send/receive and accept invites working. Accepting an invite will start a new game with that user. Everything is based on facebookIds so no need to register accounts and such.