Tag: gamedev

Chef Wars Postmortem -- What Went Right: Risk Adjusted Technical Estimates

Note: This is from a series of articles that outlines the things I've learned while making Chef Wars for 2+ years.

TL;DR

  • We used a risk adjusted estimation system that produces near accurate estimates we can confidently rely on.

I usually dreaded being asked how long a programming task will take. I always seem to have the knack to overshoot no matter how hard I try. This is an all too common scenario that programmers face and is something that is considered to be a difficult, if not impossible, problem to solve.

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This all changed when I was introduced to a helpful system that helps in producing estimates that are "accurate enough". I don't think it has a name yet but my colleagues who introduced me to it says that they got it from a Gamasutra article by Eric Preisz of Garage Games. Since then I've used this system …

Chef Wars Postmortem -- What went wrong: Optimizing too early and too late

Note: This is from a series of articles that outlines the things I've learned while making Chef Wars for 2+ years.

TLDR

  • There is more to the saying that "premature optimization is the root of all evil".
  • Instead of asking WHEN to optimize, it is more important to ask WHAT and HOW to optimize.

It is a well known adage among programmers that premature optimization is the root of all evil. If this is true then I must have been very close to the devil himself.

During the early months of development on Chef Wars I did my best to optimize my code as much as possible. We were making a big game and I wanted to have a stable foundation to build our game on. I obsessed over lots of things from the interconnection of the various systems to folder structures. I was happy with all that I've built …

Chef Wars Postmortem -- What went right: Having a Universe File

Note: This is from a series of articles that outlines the things I've learned while making Chef Wars for 2+ years.

TLDR

  • All data in our game is contained in one excel file we call the "Universe".
  • Prototypes can be done on the Universe excel file itself
  • Iteration is easier as we only need to change one file.
  • We made a system that downloads changes from our server so players don't need to update their builds.

Before we started development on Chef Wars, Cliff, my co-founder and game designer for the team, already had pages of spreadsheets containing important values in the game. It's kinda like a game design document but in the form of tables, columns, and rows. This "Universe" file contained everything from stats, dialogue, competitions, locations, chefs, and enemies just to name a few.

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*This file definitely gives a hint on what type of guy Cliff is …