Nerves of steel or just plain lazy?

[quote=“ags1,post:1,topic:39458”]
For me the answer is simple: I do not have a clear idea of what to do before I start coding. Usually, for me at least, a design document can go into the bin after the first simple prototype, because: it’s not fun, it’s impossible, it’s too hard to get right, or whatever. So the more time I spend (beyond getting a good idea for a very basic prototype and a general idea on what direction to go after that) on a design, the more time is wasted.

When I find an idea, I’ll unconsciously calculate how far I can go. If I can code at least 70% of gameplay/game mechanic, I’ll go code. If not I’ll do some google-fu if there’s any solution. If not too, I’ll drop it syalalalala

I design as I go. Usually, I end up ditching it, though.

[quote=“Grunnt,post:21,topic:39458”]

I am not making a detailed software design for my code - I’m not good enough to do that. What I am doing is designing the game mechanics and rules I will apply in the code. Also, I’ve been thinking a lot about how to get acceptable graphics.

When I get to the coding, I will just build a basic working version and add features one at a time.

When I first started making projects, I really didn’t have any design phase. I just coded until something amazing came of it, and that was it. Sometimes, you get something great, other times, you get junk code. When you are working alone, planning doesn’t really make a difference because you are your own grand architect.

As I started coding in groups, then planning became a lot more important. People can’t really see what is in your head. Talk is really cheap when it comes to designing with others. I found it important to at least plan and write out a guideline so the whole group knows the direction. Even if the code isn’t exactly like how you envisioned, I always found that planning it out with others gets me a result that is close.

Yeah, I’m lazy. So the only way I’ll do any design planning is if I have to, or if I think I’m going to forget the idea. I find that hint comments are a lot more useful to me than any planning. My planning is usually written down unconventionally on note cards, on the back of my hand, or in the middle of my programming comments. As long as I get the program done at the end of the day, I’m happy :P.

[quote=“ags1,post:24,topic:39458”]
Yeah, that sounds like a nice in-between approach: designing the game concept, not so much the details of the implementation. I work the same way when coding: highly iterative.

I usually have an idea and then immediately start coding. Sometimes I draw a few sketches/characters on paint.net to use before I code.

I dislike refactoring, sometimes it can’t be avoided - but only as a last resort.