The latest development idea I have applied to all my main projects is extremely simple but it seems to work in its own way. I've created a five-step rating for source files, which in C++'s case is usually the combination of header and .cpp file. The ratings are: ready, works, test, unfinished and sketchy. For example if the contents of file (usually a single class per file) require testing, I'm adding a line to the header file with #. Then I can search and list all files with that rating.
What I have noticed with #test files is that testing is way too underrated in development, at least in my experience. The "usual" way to test is I guess play the game and see if it seems to work ok. But I think it's more useful to test individual classes and see if everything works as it should. It's much more work, but when it's done you can move from the test level to "works" level, narrowing down the development size of the project.
Another good thing with this approach is that it gives a focus on things you need to implement and improve. You can't leave things "for later" if you want to move on the next level. Also with this you can have an estimate of how long it takes to move all files to let's say works level. In Kaduria the starting point with the rating was 309 days, if you give each level one day of development time which is reasonable. It underlines how the size of the project itself makes it difficult to finish a large scale roguelike in short amount of time and why games are usually created by a group of people.
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