Author Topic: Code rush  (Read 1547 times)

Offline pixlepix

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Code rush
« on: December 25, 2010, 07:02:33 AM »
So, as I find myself to the point when I am running out of steam for my new project, I was trying to think of ways to motivate myself. One thing that worked well for me before in other things, such as writing essays, is to do kind of a race. On one day, everyone who choses to participate, has 24 hours to code and debug the most lines of code you can. Note: Write the code as you normally would. Dont optimize it to take up a bunch of lines.
I am thinking tomorrow for the first code rush. Also, If someone could donate some banners for the winners, that would be great. Until then, the only thing you win is bragging rights :).

Offline CygnusX

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Re: Code rush
« Reply #1 on: December 27, 2010, 07:13:44 AM »
I can't say I'm too eager to participate in this.  I have no lack of motivation.  But what I can offer to motivate you is that everyone else in the world is working furiously on their project and you are slowly being left behind.

Offline pixlepix

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Re: Code rush
« Reply #2 on: December 27, 2010, 05:49:24 PM »
nope, all this snow tires me out. And lately, I just got lazy. I'm blaming it on david needing to fix the map :)

Offline Mufasa

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Re: Code rush
« Reply #3 on: December 27, 2010, 09:42:08 PM »
I can't say I'm too eager to participate in this.  I have no lack of motivation.  But what I can offer to motivate you is that everyone else in the world is working furiously on their project and you are slowly being left behind.

haha this made me laugh. I'm with CygnusX though... don't see the point here... If you need motivation, build small bits and pieces and get them in working order first and then seeing the finished product will make you want to do more.

Offline Chris

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Re: Code rush
« Reply #4 on: December 28, 2010, 04:30:05 AM »
I find it controversial to code in order to have as many lines of code as possible. Shouldn't it be as few lines as possible as a goal?
For motivation I recommend scaling down, it almost always works :D

Offline davidjwest

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Re: Code rush
« Reply #5 on: December 30, 2010, 05:32:28 AM »
nope, all this snow tires me out. And lately, I just got lazy. I'm blaming it on david needing to fix the map :)

Cheek!

 :D

It's fixed, I blame the data  ;)

Offline andrewjbaker

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Re: Code rush
« Reply #6 on: January 09, 2011, 07:46:39 PM »
Don't blame the data... ;)

Here's what keeps me motivated, and I hope you'll kick yourself if you put it into practice.

Most of us have 'big ideas' for games. Unfortunately, after an initially enthusiastic period, achieving those big game ideas that you originally intended to implement can gradually appear to be more and more unattainable.

So, what do you do if you're working on a large project and you're feeling demotivated? Most people would answer 'break the problem down into manageable chunks'. And they're not wrong; I've done this often (it's how you get stuff done).

Some people might see this uncertainty as an opportunity to bow out. Please don't do that.

Here's what you do...

1. Tell the world about what you've achieved so far. Get other people excited about your project. It'll rub off.

2. At the same time, review what you've actually done. Put it into context; some three months ago, you might have had a 'concept' and maybe even a design document and, most definitely, an empty text editor window staring you blankly in the face. Now you have so much more... you've actually started executing your plans, realising your imaginings. You've achieved this much... do more!

3. Don't scale down your project. Don't, cos' you'll feel like you've failed, and you don't want to lead others to believe that you've succeeded (not morally). Worse still, don't delude yourself into thinking that what you've done to date is sufficient.

4. Here's the clincher: develop your game with 'grind in mind'. What does that mean? OK, in a nutshell, add variability. Add stuff you can toy with while your game's under development. Throw in some stuff you can tweak, to mess with, to (and I hesitate to use the term, but I think it's apt) 'play' with. This is where your resentment of the creative development process will be assuaged.

OK, now get on and finish your game... we're all here to help should the need arise. :)
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Offline Chris

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Re: Code rush
« Reply #7 on: January 10, 2011, 07:11:10 AM »
3. Don't scale down your project. Don't, cos' you'll feel like you've failed
I know I'm boring, but I disagree (again) :D Actually, scaling down is the solution to like 80% of problems I ever encountered, and when you launch your game and see players enjoy your creation all possible feelings of failure will disappear into nonexistant void of nothingness.

Offline davidjwest

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Re: Code rush
« Reply #8 on: January 11, 2011, 06:05:00 AM »
I agree, build a simple prototype and then add complexity.


Offline andrewjbaker

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Re: Code rush
« Reply #9 on: January 13, 2011, 04:06:28 PM »
I guess what I really meant by point number 3 was: keep your original ideas and desires in mind, polish what you have and release earlier than originally anticipated. Then incorporate more as time goes on.
Currently working on an HTML5 canvas 2.5D landscape renderer and a PBBG that uses it (http://fleetingfantasy.com/). The development blog's at http://fleetingfantasy.wordpress.com/.
What are BBGameZone members working on? See the game list.
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Offline Ni2bba2011

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Re: Code rush
« Reply #10 on: September 15, 2011, 04:16:53 AM »
I can't say I'm too eager to participate in this.  I have no lack of motivation.  But what I can offer to motivate you is that everyone else in the world is working furiously on their project and you are slowly being left behind.

 


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