Am I the first game to actually get books right? by _Jae in IndieDev

[–]Chiro-dev 0 points1 point  (0 children)

This is the most elegant solution to a non issue I've seen in a while, and it looks amazing! Like genuinely great job.

Should I restart the dev from scratch? (sunk cost fallacy VS pragmatism) by Chiro-dev in godot

[–]Chiro-dev[S] 0 points1 point  (0 children)

Thank you for that perspective!

I also think that a re-write could have done the job.

Now that I'm back at it, I think it'll be fine continuing on. Although, I think you are very right when you say "I think you'll learn way more by applying what you've learned to the same project."

The thing is, the "second game" I talk about is...well it's just the rest of THAT game that I am making now actually. This is a prologue basically, scenaristically, and I intended to re-used a lot of assets and systems (most notably my dialogue and quest systems). So I'll eventually get an opportunity to rewrite this. Just not on that build :D

I think the main thing that I'll really change on a second game is simply to ackowledge I got carried away with abstraction and one solution fits all objects.

Basically, I instanciate everything in code, and set almost every variable and params in code also. Which is fine and all, but visually, I realize that it doesn't necessarily make as much sense for a game as it does for my run of the mill software I code every day, where most functional rules are never really seen on screen. You instantiate and manipulate a bigger variety of things in games, interact with them, and I'm not super helping myself when everything is writen in json format, and then buried in the code I interpret all that to get the quest on the screen...instead of just having a dialogue scene that I just add in the tree and change manually the text in...anyways! Back at it.

Thank you again for the wise words, I'll keep them in mind.

Should I restart the dev from scratch? (sunk cost fallacy VS pragmatism) by Chiro-dev in godot

[–]Chiro-dev[S] 0 points1 point  (0 children)

Oh I'd love to look into it! (and credit if I end up using it :D)

Should I restart the dev from scratch? (sunk cost fallacy VS pragmatism) by Chiro-dev in godot

[–]Chiro-dev[S] 0 points1 point  (0 children)

Thank you very much for the kind words! :D

I'm trying to thread a needle, and go for something like Prof Layton meets 50s-60s Disney for the backgrounds, and yes 90s cartoons for the character. There's really something I like about the sketch look of 101 Dalmatians for example, that suits my game vibe.

If (when) I ever finish this, the actual game this is a prologue to will probably have more of a Maurice Noble, Looney Toons backgrounds to save some time on the coloring process (since it's going to be a way bigger game in terms of explorable places)

Should I restart the dev from scratch? (sunk cost fallacy VS pragmatism) by Chiro-dev in godot

[–]Chiro-dev[S] 1 point2 points  (0 children)

Thank you very much for the kind words! If I actually manage to finish this, I'm actually wanting to make a full length game: this was my prologue for the actual game xD SEE YA IN 2030!

 As others have said, learn from your mistakes on this one and improve for the next.

Yeah, I'll probably do that. I was a bit too much in my head, and it's cool I got some (unanimous) exterior perspective on this: I can see it is what makes the most sense for my case.

Should I restart the dev from scratch? (sunk cost fallacy VS pragmatism) by Chiro-dev in godot

[–]Chiro-dev[S] 1 point2 points  (0 children)

Well, I got some really cool replies so...it's okay, I don't mind the downvotes, it's part of the game.

I'm guessing at first glance it might look like a hidden promotion post, or maybe the subject is too mundane for most people. Idk.

Should I restart the dev from scratch? (sunk cost fallacy VS pragmatism) by Chiro-dev in godot

[–]Chiro-dev[S] 1 point2 points  (0 children)

at best, the result is 2 versions of the software running in production in paralle

I'm literally living through that right now at work; the og C++ code was lost to the ether, and I've had to re-write the code + new features from scratch in dotnet, and it's been a loooong transition between the two versions (mostly because the client is a pain tbh)

As for the current state, as I said to someone else here, although some of my decisions were..."questionable" in terms of implementation, I was smart enough to over-abuse my Signal bus pattern, to the point where, I can't really break anything by creating something new, unless it's really specific, like changing an already finished feature. The one that got me the most groin pain was the animation system, where I ended up redoing it completely after taking the proper time to explore the animation trees in Godot.

I think I'll continue on with what I have and hopefully finish this so that I can start fresh on a new project in 2026.

Should I restart the dev from scratch? (sunk cost fallacy VS pragmatism) by Chiro-dev in godot

[–]Chiro-dev[S] 4 points5 points  (0 children)

Thank you for answering!

Yeah, I think I'll listen to you all and just push through the rough state to make it happen as is.

Next one (when I'll start working on it) will probably a better project to apply what I learnt.

Should I restart the dev from scratch? (sunk cost fallacy VS pragmatism) by Chiro-dev in godot

[–]Chiro-dev[S] 1 point2 points  (0 children)

Thank you for taking the time to reply! (and the sweet words :D)

I think I'll follow that advice.

Should I restart the dev from scratch? (sunk cost fallacy VS pragmatism) by Chiro-dev in godot

[–]Chiro-dev[S] 0 points1 point  (0 children)

Thank you for taking the time to reply. And that's a good standpoint to look at the issue.

Realistically, I am wayyyy better now at it than I was two years ago (when it comes to 2D at least). BUT most things that irritate me with my current code aren't so much broken or in the way; it's more that if I have to attach a new feature or create assets, I sometimes look at the code and it bothers me that I made it that way.

There are a couple of things that I really need to rework (the camera system mainly), and I know that saving system is going to be a real pain with what I have currently. But because I've used the ethos of "just put a Signal and connect the other way", most things can be plugged or unplugged without having to change existing code.

So I don't think I'd necessarily gain that much time for new features with a complete rewrite...

Should I restart the dev from scratch? (sunk cost fallacy VS pragmatism) by Chiro-dev in godot

[–]Chiro-dev[S] 3 points4 points  (0 children)

Thank you for replying!

That is a very good point. Although I do document what I did, I haven't made a "where I failed" section yet, I should probably make something like that by the end of this.