Stop the time thief

Posted by Hvatnajokl on July 3, 2008, 3:15 p.m.

If you think going through messy code is valuable development time wasted.

Here are my 3 tips for efficiency

1. The module

Identify functionality in your game that could work in a separate GM file. Create a new file for it and develop it as a independent module. This gives you four advantages.

a. Easier to make it work

-You isolate the problem making it easier to solve.

b. Easier to read

-You get a manageable part of code that is easy to comment.

c. Keeps you motivated

-You feel your project moving forward as you finish modules and this keeps you motivated.

d. Reuse another time

-You can use your module in another game some other time.

2. The rewrite

After you have finished a module and it works the way you want it. Have look at it again perhaps there is a messy if solution that could be rewritten with a switch case? Sometimes just adding a few more comments to clarify the code will prove valuable further on.

3. The ugly sprite

A mistake I have made with basically all my projects is that I draw my own sprites while creating the game engine. On my last project I tried an approach where all my sprites are different coulored squares. I finished the engine in a couple of hours instead of the usual three nights. This approach gives you three advantages.

a. Save time

-You don't waste time on sprites that you probably won't want in the finished game anyway.

b. Organize art resources

-When you finally deal with the sprites you will have a complete list of what sprites you need. This means you can work more efficiently or you can get some one else to do it.

c. Test game play

-If your game is fun playing with just squares the graphics will lift the experience. If it is not fun you can go back and alter your game play until it is.

Please share your favorite tips for efficiency in the comments!

Kind regards!

/Hvatnajokl

Comments

sk8m8trix 15 years, 10 months ago

You spelled wasting wrong.

flashback 15 years, 10 months ago

You wasted spelling correctly, though.

SteveKB 15 years, 10 months ago

I usually just organize all my code. and then make sure that code works before going on to the next thing.

PY 15 years, 10 months ago

I hack it together and walk away whistling.

s 15 years, 10 months ago

My, what overhead that causes. If you're going to make a base, make collections of scripts to import

Hvatnajokl 15 years, 10 months ago

Thanx serpex you really do have a point. The use of scripts are probably a better approach than creating new GM files. I'll have to rethink that part.

Juju 15 years, 9 months ago

I code like its an art-form. That's why my code looks like Picasso had at it.