Sounds about right if a feature or system is added later. But I am sure some would say it would be more ideal not to add anything after the initial design. But changing what you already have to work with what you want to add is definitely an option aside from the other way around where you make what you want to add work with what you already have (this probably what I usually do).
I do use prefixes for most of my code to distinguish from the default code aside from other things. I think the thing I struggle with is how to structure the folders and files. But that might not be the issue.
I am somewhat familiar with OOP, probably like classes, inheriting, and such, but not sure what the difference is. Dont know about SOLID.
Yes Iv been doing that. But that can also get messy where every piece sort of relies on another and one change can break the overall system. I am sure there is a way to do it better so that does not happen.
Iv never gotten the idea of writing test. Probably should look into it.
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I feel like I just can’t manage anything at a larger scale. I dont know if the issue is having 1 script that has too many things in it or if breaking it into too many scripts and pieces is the issue. Seems like its just whenever there is too much.
Iv made about 3 to 5 games that are relatively large scale. Not just a simple 2d side scroller with basic things, or a pinball game, etc. Something like that I can do. Even simple 3d games.
But if I want to add a few things to them, like inventory, dialog, weather system, some complex interactions, etc, make things “nicer”, or make them a bit the way I want them which might mean it becomes more complicated than they need to be, it all becomes too much to keep everything working. Each of them can be complex already depending on how you make them. I’ve experience building those things. But then tying them together and making sure everything work seems to be the hard part.
Its probably a combination of me making certain parts too complex. Maybe I need to simplify things. But Iv tried that too.
I recently built a dialog system using branching choices. It was simple at first. But even with just adding more dialog branches it starts to become hard to manage. Then I’ll usually decide to include something like ‘stats’ or relations, maybe some world context, to make the dialog a bit more dynamic. The idea and design works well and even works at first. But then as each part scales, it becomes harder to work with each part and all the parts together. And that’s just one system. I think it is manageable. But maybe its just my lack of experience so everything becomes messy. Maybe I just haven’t practiced enough to get a better idea how to integrate those things together well.