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	<title>Comments on: Roots</title>
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	<link>http://www.brainfold.org/blog/2008/02/18/roots/</link>
	<description>On Python, game development and everything</description>
	<lastBuildDate>Fri, 21 May 2010 13:34:29 +0000</lastBuildDate>
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		<title>By: Stephen</title>
		<link>http://www.brainfold.org/blog/2008/02/18/roots/comment-page-1/#comment-524</link>
		<dc:creator>Stephen</dc:creator>
		<pubDate>Mon, 18 Feb 2008 15:09:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.brainfold.org/blog/2008/02/18/roots/#comment-524</guid>
		<description>I&#039;ve found that the secret to finishing games tends to be moderation. The art of not overplanning/designing your game, but at the same time not jumping in blind and underplanning. Overplanning bloats your initial framework to the point that you don&#039;t know how to work on it, while underplanning will eventually result in your game code collapsing on itself.

On my project, I&#039;ve been taking the route of carefully designing parts of the game/engine that I know are pinnacle to keeping the rest of the game supported solidly, but I tend to go lax on the areas that aren&#039;t quite as important. This way, I don&#039;t need to plan out every line of code I write, but at the same time I&#039;m not digging myself deathtraps for the future by writing careless code, either.

I think once you find a nice balance of the two, you&#039;ll really be sailing forward with gamedev progress. :)</description>
		<content:encoded><![CDATA[<p>I&#8217;ve found that the secret to finishing games tends to be moderation. The art of not overplanning/designing your game, but at the same time not jumping in blind and underplanning. Overplanning bloats your initial framework to the point that you don&#8217;t know how to work on it, while underplanning will eventually result in your game code collapsing on itself.</p>
<p>On my project, I&#8217;ve been taking the route of carefully designing parts of the game/engine that I know are pinnacle to keeping the rest of the game supported solidly, but I tend to go lax on the areas that aren&#8217;t quite as important. This way, I don&#8217;t need to plan out every line of code I write, but at the same time I&#8217;m not digging myself deathtraps for the future by writing careless code, either.</p>
<p>I think once you find a nice balance of the two, you&#8217;ll really be sailing forward with gamedev progress. <img src='http://www.brainfold.org/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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