

However, especially in the last year or so, communication has more and more gone in the direction of vague assertions that great things are around the corner, only Squad can't talk about them right now, but omfg you're going to love it. Some of the best communication I've seen from Squad came from the devs on the front line (a great example of this would be Harvester's post from years back explaining how he re-did the craters on the Mun by using a quadtree implementation).
#BIG STACK STUDIO JET SET GO SERIES#
Look at 2-3 sources, as long as they're all recommending roughly the same series of steps - give that a shot.Īgreed. There subjects are exhaustively documented.


If you cannot spare the time to meaningfully define the parameters of the program you want written, why (or how) would someone who wants to help you even begin? You can rewrite and refine a design document, but you need something to actually show people.Īs for everything else i suggest taking anything I said in my first post in this thread, picking out anything that sounded like a keyword and appending the word 'howto', and plugging that into google (or youtube). You have the game laid out in your head, right? Can you not at a minimum, translate that into the following:Ī list of the cards, with their propertiesĪ ruleset, defining what interacts with what, and how? (And what cannot happen?) Nope, I'll be working on that job forever. That kind of attitude to a project right there has had me turn down paying work from clients.
