How do you keep track of what you've coded?
fogarty
Member, PRO Posts: 181
As my game gets bigger and bigger, I've been struggling to remember which actor does what and where all my attributes appear. It seemed as if I was spending half my time opening actors to see what was in them or clicking on attributes to see what actors I had used them in.
Today, I made a spreadsheet that lists each actor and everything in it. I essentially copied all the instructions from the individual actors into one big spreadsheet where I can see it all together and easily search for every instance of an attribute. It took ~3 hours, but it seems to be helping.
What do other people do to keep track of things in a big game? Is there a tool I don't know about?
Today, I made a spreadsheet that lists each actor and everything in it. I essentially copied all the instructions from the individual actors into one big spreadsheet where I can see it all together and easily search for every instance of an attribute. It took ~3 hours, but it seems to be helping.
What do other people do to keep track of things in a big game? Is there a tool I don't know about?
Comments
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
I don't use any naming conventions outside of my attributes. Takes too long! :P
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Maybe this will help someone else who isn't halfway through a game yet!
2. I use layers to store some actors. e.g. In my latest game I have actors that do processing of data in tables etc. These are all on a layer called processing functions. I also generally leave this plain and coloured.
3. My main actors have a lifecycle status from inception to death and the areas of the code respond to their individual state(s). This allows me to structure the code more easily.
4. I haven't done so yet but I recommend using DBA tool to restructure attributes into logical areas. I have only healed off as I wanted to see if this was going to be covered by GS in 10.xx (roadmap). Reason being is that we tend to need to add an attribute later and then they are out of place of the other related attributes for the actor/scene/game.
That said my biggest tip is the old classic tried and tested.
5. Pen and Paper. I make notes of what I want to achieve and tick it off as I work methodically towards achieving each goal to its completion. Any new ideas or inspirations are noted and reviewed once I complete the current development item.
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
I do the same as Frying Bacon does with making useful headings and planning. And if you want to optimise your project to the next level then figure out all your logic optimisation for any rulesets and like KiwiLee said, constantly reshuffle your attributes to save yourself some searching time
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Of course, it's definitely better to have a plan and have everything make sense on paper before you start! But this was my first game, so it was kind of a mess as I was just muddling my way through figuring out things as I went along.
This comes with coding experience fogarty. Believe me, as I'm sure a lot of guys here can tell you, there will be times where you are trying for hours to get things to code out correctly, and you will get to a point where you don't know what is going on in your head anymore, but you'll trust your process and previous work, and push through to finish out a completed aspect of code.
This happened to me the other night when altering some things. I literally had no idea what I had changed up unto that point, and only knew that what I had changed would work with what was remaining to change.
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
And naming every rule with a general headline of what's going on in it.
Roy.