Tuttle's Legendary Travels
Development Blog
Comments for No Monthly Tuttle This Month
xenoriddley - December 1st, 2019 - 11:51 am EST
Glad to see that it's not been dropped, and that it's still a project that you enjoy working on. No rush on it, and take as much time as you need. We'll all be waiting, and I love what you've done so far. If I knew anything about programming, I'd help, but I myself had to drop out of my software development classes in college due to life happening as well. It's understandable and happens to everyone.

Cheers and hope that you have a great rest of your year!
Blyka - December 1st, 2019 - 01:42 pm EST
Thanks for your ongoing support and patience, xenoriddley. Much appreciated!

The stagnation of this project is most unfortunate, but we intend to deliver on our promise someday so it's always encouraging to know when someone still cares to see where this goes. s-squint.gif
Tempy111 - December 2nd, 2019 - 08:46 am EST
Shame about being busy but that's how things go.

Something I always tell fellow programmers, Comment your code and when you think you have enough comments, add some more. Don't be afraid to use comments to write notes and tips as if you were using post it notes. They are what they are there for.

This can really help because when it's been a while since you looked at some code, it can be really tricky to remember what goes where. I often have a problem where I left in old code which has since been replaced or updated, so comments help ALOT and you can then streamline bits and pieces to make sure everything is fine and working at it's best, BUT remember, Optimising isn't the first thing you do on programming. Make a feature work, test the feature, then go back and optimise it. No problem writing the neatest, fastest code you can, if there is a bug which it makes it ten times harder to find. That'll happen a lot.. as well as coming into issues where you thought it was fixed, and every test showed it was fix, but turns out it's not.

I'm not sure how many years programming experience you have but also remember to NEVER get a huge ego. If you get such an ego as to think your code can't possibly be wrong and others just 'can't understand such advance coding' then I can almost guarantee that you have made a number of huge mistakes which are gonna bite you in the arse!

Oh and don't be afraid to drop the project for a while if you are really having a huge program with feature you can't get working, or to either get a decent debug room made up OR (if need to) make a mini program which is just to test out new features and ideas.
Blyka - December 2nd, 2019 - 01:37 pm EST
Thanks for the advice, Tempy. I've been programming for about 15 years now and comments are still a big weakness of mine that I'm ever seeking to strengthen. Particularly cases where there was more than one way to do something and I may have done it the way I did for a very specific reason, and when I need to tweak something down the road I can't remember what--if any--the reason was. Always a great opportunity to unknowingly break something.

The biggest problem with TLT is just time and distance. When I work in other projects for so long it's tough to remember general things about TLT's project structure when I finally get around to it (regardless of comments), and the code goes so far back now that it can't help but be deeply inferior in both approach and execution to how I'd do it these days.

It's things like that which inspire complete engine rewrites, but it's complete engine rewrites that assure the game will never get finished, so I just need time to re-familiarize, muscle through and make it work. After all, players need never know what's going on under the hood so long as it works. s-squint.gif
Tempy111 - December 2nd, 2019 - 04:30 pm EST
^_^ yeah, I find when I start a new large project, I'm aiming for something which is a little but not totally above my current skill level, and by the end of it, I think the whole thing is dated and needs a major rewrite from the ground up.. Doubt that there are many honest programmers who don't have that feeling at times. One reason why it's always helpful to keep things a 'module' based as possible.. though that doesn't always work.
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