Hi Everyone,
This is an issue within the development area, but not specific to programming (bordering on Production and management), so the Lounge channel might be the best fit.
I'm a game development hobbyist. I have a design document. It's short and concise.
I have a tendency to go all-in on details and fluff/sugar in my code, because I have a (wrong) notion that this equals code quality and easily lose myself in details.
For example; I had implemented some nice, but basic graph classes. Lots of good tests and playing around to make sure they worked fine.
Still I thought it would be nice if curved edges were supported, and I then spent half a year implementing a grid traversal of circle arcs, just to support indexing this new edge type in a grid.
I realise now that, when I have to apply them, that even if I get them in, this means having to tinker with arc special cases for stuff coming up next: More time spent working on something that won't contribute to the fun of the game.
Now that I think of it, I did actually write some thorough design docs on networking and terrain fetching+rendering, but that was mostly after implementing them, so until that point, it was a code-it free-for-all only limited by my own imagination.
Do you (hobbyist) guys do thorough implementation documents, feature breakdowns etc? I suppose it is actually very good to have for a large project, but I always thought of it as a lot of overhead - not getting down to business and instead writing about stuff that's inevitably going to change.
How do you manage your time and hold a steady course, to not spend months working on stuff that isn't at the very core (I guess it should be, until the first prototype is ready)
-Svga