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My development workflow
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[quote][b][/b] wrote: These are great pointers, this should be pinned so that users can find it easily, cheers! I'm doing all things from your list as, I believe, most developers creating game projects ...except for number 4 :D Kudoz for being able to pull that one off, my files are centralized in a specific game folder but sub-folders: it's a hell on earth :) Not having a visible path for static objects in CC editor really makes things stupidly hard. I do have something like Game > Models > StaticModels > SpecificModel but then it's: v1, v2, v3, NewV3, v4, v4Retopo, NewLowV4, v3Backup, v2NewBackup... Thank all Deities for Total Commander & Sort By Date, without it I wouldn't even know what version of what I'm currently working on because I almost always go back to older versions. When I'm not happy with the results I go back to previous versions but some aspects of a new version are still good so I keep that newer files anyway so that I can remember what I did but than I forget what those aspects were because I worked on another thing so when I come back it's just chaotic version numbers with little notes... it's disgusting :) I would also add: 6. Always create a single Master-Level with your character, dummy-objects & all fundamental mechanics: floors, stairs, enemy/enemies, doors, object-pickups, GUI functions, event-triggers, npc-talk-mechanics... everything you will have in your game so that you can just copy that and than add real environment & objects per level. 7. CopperCube specific: Always avoid using 'Execute JavaScript' except for unique objects or code that consists of 2 lines max. Use your custom Behaviors & Actions for everything you can no matter how small. I have 1 action for 30 different buttons for spell casting in my game, I had about 20 tweaks/fixes for spell casting, if I had to go through each button and change 'Execute JavaScript' in every one of them each time I would have hanged myself in a bathroom :)[/quote]
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