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But you can go too far there. The Witness guy explained it like this: You need to do a breadth first search of your code. If you rabbit hole for weeks making the perfect level design tool before you have already made a working prototype of the game for example, you might then months later, as you build out the game, realize the level building tool you have made isn't really suitable.

As you start filling out the breadth of your design a time will come when you know an idea is going to work, and you have more knowledge to inform your tool.

Of course to what extent you should approach the coding breadth first vs depth first will depend on how clear of an idea you have for the design. If you were just doing a near-clone of Doom and you have done this before then maybe you can just rabbit hole pretty deep from the get go.




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