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Timeline for Why is it bad to hard-code content?

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Oct 3, 2014 at 8:26 comment added Luaan Of course, having most of the stuff reusable tends to force you to avoid doing anything "special", out of the rules you already have. I'm definitely not advocating hardcoding big games, but it's extremely useful when you're prototyping or writing experimental games - it gives you much more flexibility. It comes with a price, of course, so it's usually a good idea to refactor everything once the gameplay actually works. Gameplay is the hard part - make sure you can test it without diving through architectural hell :D It's usually easier to find the general form after you have the concretes.
Sep 30, 2014 at 22:05 review First posts
Sep 30, 2014 at 22:28
Sep 30, 2014 at 22:04 history answered Ted Wagner CC BY-SA 3.0