Welcome to the amazing world of design patterns! This time in the context of developing video games, but if you’re not into that don’t get discouraged. There is knowledge for every established or aspiring programmer.
It’s very easy to optimize too early, wasting time and resources. Let’s talk about deciding when it makes sense to bother with your code’s speed and when it’s just going to generate problems for you.
Kulkis has been slightly updated and released as name-your-price on Itch.io. Also, I talk a bit about the game’s code and how it felt to get back to your old code.
How was Machine at the Heart of the World made? What was the design process? What worked and what didn’t in this game?