![]() ![]() Don't assume that their option is the best one, especially when writing in languages that the school doesn't focus on. All the CS courses I know tell you either not to use an IDE, or to use the single option endorsed by the school. Don't be afraid to make mistakes, or even restart projects that you messed up really badly! You don't need push out a product to earn money, so don't keep moving forward if something clearly isn't working.Ī few more things you should do after your design outline but before you start working: Keep testing compatibility as you go, and understand that sometimes you need to change design aspects when they don't work in real life.Ĭongratulations! You've just completed a real world project, and learned a real world workflow at the same time! Keep making more projects using the same workflow, but figure out what parts of the workflow you can trim down to make the process faster without compromising the quality of the end product. Once you complete each small/big part, make sure it works by itself and with other parts. Continue until the whole part is completed, and then move on to a different part. Figure out what knowledge you need get the smaller parts to work, and learn it. Choose one of the big parts your detailed in the previous step, and break down into smaller parts and more defined structures. This is where the actual coding and learning comes in. It is very important to figure all of this out ahead of time, to save yourself the pain of realising you need to scrap potentially dozens of hours of work (depending on when you catch your oversights) just because you wanted to jump right in.Ĭhoose a part, break it down, do it, repeat. ![]() I had to go back multiple times and add/change lots of things because I forgot or didn't realise that certain mechanisms would need pieces of data that I wasn't passing along or never had in the first place. I wanted to just jump right in, so I started working on the different interfaces. This will generally include a list of classes, functions, and at least one diagram of the main flow in the program (the diagram doesn't have to be detailed, or have lots of words. Figure out what the big moving parts are and how they connect- you don't need to go into specifics on the different parts, but be very detailed on how they interact. Beyond that, I knew I would have to learn more about things like templates and metaprogramming. I'm the type of person who, when presented with many options, will spend too much time researching and fail to actually get anything done, so I limited myself to a single day and went with what I felt strongest about at the end of that day, Irrlicht. For me, I knew that all the artwork and audios would come from the original game, and I also knew I wanted to use C . This includes languages, libraries, files, and other skills. I decided to focus on the gameplay, and that if I wanted to add the character management and gacha systems, I could always do it after.ĭetermine what you will need to complete the project. For me, I looked at FEH, and split it up into three primary systems: gameplay, character management, and gacha. If you want to get it done in the near future, don't set out to build a whole new operating system with programs and everything. What features do you need? What do you want? What is and isn't feasible? You should also consider any timetable you might have. It can even be a copy of something else- my first big project was a remake of Fire Emblem Heroes (FEH) for PC, using all the same artwork, audio files, and intellectual property as the original.ĭefine the scope of the project. It doesn't have to be new, unique, or in anyway special. This could be making you own fancy website with back end stuff and everything, making a video game, making rudimentary html/css web browser, or a media player/streamer à la ( (software\)). Find a big project that you want to do, break it down into manageable pieces, and then do them. ![]()
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