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- Bottom-Up dev
- I write down the idea in a text file.
- Then I write a bunch of "Wouldn't it be cool if _____" things about the idea.
- Then brainstorm how the core features should work and throw those together. No comments, and shitty / fast code style for everything.
- Once it actually works (because can't tell how exactly shit will need to be made until after it's been made) THEN I throw away that code. I re-implement it nicely the way it should be without the hacks and kludges. Then I go back to the "Wouldn't it be cool if" list and try one out, fast and dirty as hell. If it works, I might keep it. I make that a branch in my repo, and then revert and try something else (unless things depend on each other). Then I pick the most interesting ideas from those and merge them together. Once they work, I throw away those branches and make the nice beautiful commented and clean implementations.
- All the while I'll be adding the odd "WIBCI ___?" ideas in that list and checking off ones that were shit. Very fucking important: Write down what was and wasn't cool as rationale under each idea so you don't fuck up and forget why and try to re-do some stupid shit that sounded good (again).
- Get a prototype working with colored boxes. Then placeholder art. Iterate. Refine. Keep doing it.
- Each dev day make a reasonable ToDo list of things you want to get done that day -- Then tear that shit in half, because everything takes longer than expected.
- http://en.wikipedia.org/wiki/Planning_fallacy
- Do that half of the list. SLEEP. I've logged SLOC and checklist progress. Crunch is actually slower than resting well and working hard with the time you have.
- If anyone ever tries to set a deadline: Laugh in their face (this is very important), then point them to the wiki link above (not as important, they're morons).
- Note: The daily plan is far more important than the weekly, monthly or game plan. If you don't have a good plan for the day, you'll piss it away on the AGDG.
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