samf,
@samf@mastodon.gamedev.place avatar

Balatro: massive if/then block, “bad” code, huge success.

VVVVVV: massive switch statement, “bad” code, huge success.

Hmmmmmmmmmmm I’m starting to wonder if the “bad” code definition is, in fact, bad

beeoproblem,
@beeoproblem@mastodon.gamedev.place avatar

@samf there is a point where bad code can harm your ability to ship. Yandere Sim's woes are likely at least partially due to having code that's hard to change without breaking other parts

IME what makes code "bad" for shipping is how hard it is to make needed changes without breaking working stuff. Huge if/else blocks are relatively low risk that way since you could always add a new elseif if you missed some logic or want to add something without affecting already working code. Hard to read tho

samf,
@samf@mastodon.gamedev.place avatar

@beeoproblem nah I don’t think so.

beeoproblem,
@beeoproblem@mastodon.gamedev.place avatar

@samf I literally just said huge if/else blocks don't hurt your ability to ship that much. There are many flavors of "bad" out there

Also, you never hear about the cases where bad code did hurt the ability to ship since, usually, they didn't.

samf,
@samf@mastodon.gamedev.place avatar

@beeoproblem yeah but same for “””perfect””” code projects that never ship thanks to premature optimization and bike shedding over paradigms. 🙃

beeoproblem,
@beeoproblem@mastodon.gamedev.place avatar

@samf very true

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