Roguelike Radio

Episode 119: Coding Practices

Mar 26, 2016
Nicolas Casalini (DarkGod), creator of Tome and veteran Lua engine designer. Josh Ge (Kyzrati), maker of CogMind, focused on simple, data-driven, testable systems. They discuss project structure and file organization. They cover data-driven content, separating engine from game, when to optimize, automated self-play testing and practical approaches to moddability and keeping secrets.
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ADVICE

Keep Solutions Simple And Data-Driven

  • Favor the simplest implementation that works and avoid needless complexity.
  • Put configurable values into external data or scripts so you can change behaviour without editing core code.
ANECDOTE

The Massive Single-File Approach

  • Mark Johnson kept his entire game in one massive Python file and resisted refactoring for feature work.
  • He now considers splitting into a second file because editor crashes occur on very large single files.
ADVICE

Delay Optimization, Design Replaceable Interfaces

  • Don’t optimize prematurely; implement simple code first and measure actual bottlenecks.
  • Design interfaces so you can replace or optimize internals later without rewriting the whole game.
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