How you guys keep a track on things?

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Post » Wed Nov 20, 2013 1:49 pm

Hi,

How you guys keep a track on things on bigger projects. I'm finding that If I wont finish what I wanted to in max one day, when I'm going back to the next day I don't exactly remember how I was going about certain things or I feel like changing them. I do make notes but maybe there is a better way to keep the track of the development progress?
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Post » Wed Nov 20, 2013 2:28 pm

It definitely depends on, if youre working alone or as a team.
We use dropbox including a development log and a to-do-list, which can be edited by everyone.
This really helps to get new ideas and dont get lost in details....
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Post » Wed Nov 20, 2013 5:04 pm

I had this issue when I started out with C2 and had it for a few days straight, seeing as I made quite a few buggy events daily, hehe.
Eventually I had to use groups for some approach and realized these things really put your entire project in a straight forward clear overview.

at some point I started focussing on getting groups done.
ie, usercontrols, menus, spawning etc etc

this made way for easily remembering what I was doing.
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Post » Wed Nov 20, 2013 5:08 pm

[QUOTE=lennaert] I had this issue when I started out with C2 and had it for a few days straight, seeing as I made quite a few buggy events daily, hehe.
Eventually I had to use groups for some approach and realized these things really put your entire project in a straight forward clear overview.

at some point I started focussing on getting groups done.
ie, usercontrols, menus, spawning etc etc

this made way for easily remembering what I was doing.[/QUOTE]

Yeah, that's how I work, thought still getting bit lost >.>

@Beaverlicious Cool, I'm working by myself, but will be useful if doing any future projects with others. megatronx2013-11-20 17:09:19
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Post » Wed Nov 20, 2013 7:08 pm

I believe the readability and maintainability this a major downside of C2.
Coming back to a large project to make changes, fix bugs or extend code can be a major chore. The code is often hard to follow, especially when bugs are caused due to some odd C2 behaviour.

On larger projects I find it very important to shift code into separate units. I try to use functions as much as possible and I have them in units that make sense. e.g., all my maths functions in "MathsUnit" all my other useful function in "CommonUnits"

Organise code so that sections that deal with similar things are grouped together, i.e. use groups. I also try to break up the code using clear easy to follow comments.

I discovered that it you add a comment and use "shift return" you can actually have multiple lines. This can readability of your code immensely by putting a bit of white space between sections of your program.

In my comments I often have to include why I did certain things. Sometimes due to weird restrictions/behaviours of C2 or sometimes because the code looks convoluted.

Going back to a "proper" program really highlights how dense and hard to follow C2 can become if you don't take steps to improve the readability of your code and organisation of it.czar2013-11-20 19:09:01
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Post » Wed Nov 20, 2013 8:29 pm

@czar

really nice tipps :)

i guess the key in making a project editable in the future without searchin years is commenting.

A well documented project is everything!
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Post » Wed Nov 20, 2013 11:56 pm

Great question... probably something every game designer needs to think about.

I use a notebook most of the time. Track what I'm doing, write down where I left off, sketch ideas, etc... one notebook per project and crapton of pencils, just in case.

Within C2, I use a lot of groups and comments. It takes some extra work, but if you're diligent, C2 isn't too tough to organize. I've found a love for Functions in regard to organization. Break up tasks into widgets that can be called or altered without having too re-write larger pieces of game logic. Never be afraid to use multiple event sheets, either--all variables on one, all sub-functions on another (organized into groups), and several others for different layers or mechanics.

I guess there's no one method, huh?
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Post » Thu Nov 21, 2013 4:57 am

A lot of it is just strong focus and not being afraid to change your plans. I have a lot of stuff written/drawn out on paper, though. I also have made a private wiki for my game for reference (it's an RPG, so it isn't really small).
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Post » Thu Nov 21, 2013 8:20 am

[QUOTE=Space Ape] Great question... probably something every game designer needs to think about.

I use a notebook most of the time. Track what I'm doing, write down where I left off, sketch ideas, etc... one notebook per project and crapton of pencils, just in case.

Within C2, I use a lot of groups and comments. It takes some extra work, but if you're diligent, C2 isn't too tough to organize. I've found a love for Functions in regard to organization. Break up tasks into widgets that can be called or altered without having too re-write larger pieces of game logic. Never be afraid to use multiple event sheets, either--all variables on one, all sub-functions on another (organized into groups), and several others for different layers or mechanics.

I guess there's no one method, huh?[/QUOTE] This is pretty much what I'm used to do, too.

I want to stress that using multiple event sheets is a key for organization, even more than using functions and groups. While the latter might steal some ms, event sheets are merged to one big event sheet on export (if I recall correctly), so basically there is no disadvantage in using them. Oh, and the comment option is there: Use it, everywhere, anytime.
I often thought: "Bah, that's a too easy solution for the problem. Don't need to make notices."
And just 2 days later I thought: "How the heck does this work, what did I do here?"

In general, it is all just about visual organization. The less text at once, the easier for us to follow. Imagine the book "The lord of the rings" without being seperated into parts, chapters, sections, breaks and indentation. Would anyone have read it?
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Post » Fri Nov 22, 2013 2:53 am

Yo, It's all sounds good. I'm actually using all of those techniques, but maybe I should push them even further! Atm I've decided I will keep on working the current way, as even thought I have almost whole engine done, everything is working fine even thought the code is bit messy. I want to push the game out of the door asap since my license is ending in two or three weeks and I don't have any money to extend it. :/

@tulamide I didn't know that groups cause bit of delay! I suspected functions, but not groups. SO you're saying its best to just have pure event sheets? This is mine called root. Should I be even more detailed in your opinion?

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