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About Postie

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  1. Postie

    You Don't Need to Hide Your Source Code

    I think there are other ways to "give back to the community" than handing over your entire source code. Adding modding capability into your game and then letting your community run with that still ensures you have ultimate control over the game, but your fans are free to go in interesting other directions if they like.   Since I used Infiniminer as an example in my previous post, it seems fitting that I use Minecraft as an example of a well thought out modding strategy. Initially, Minecraft didn't support modding, but some clever fans figured out how to inject some code into the game that would allow them to tweak things and create some crude mods. Rather than shut that down completely, Mojang engaged with the community and built a rich modding capability into the game engine itself. 
  2. Postie

    You Don't Need to Hide Your Source Code

    You mentioned MineTest, (a Minecraft clone), which reminded me of the story of Infiniminer, the game which inspired Notch to make Minecraft as we know it today.   Infiniminer was primarily multiplayer, and a month after release the source code leaked. Players took it upon themselves to make little balancing mods to the game and re-released them so others could also play. Community-involved development. Great huh? Well, no. The mods made the binaries incompatible with each other, so the once singular community fractured into many sub-communities that preferred certain gameplay.    Realising he couldn't put the genie back in the bottle, the developer gave up on it and moved on to other projects, which effectively gave Notch the greenlight to make Minecraft. Which is a positive I guess, but losing control of your project is a real risk.
  3. Postie

    Why your Games are Unfinished, and What To Do About It

    Re #6, I try to follow the phrase; "Start as you mean to go on".   When you're nearing release and you need to make some quick changes, cutting corners is probably not so bad as the impact is relatively low. But if you're cutting corners from day 1, it *will* come back to bite you in a big way at some stage.   "We should forget about small efficiencies, say about 97% of the time: premature optimization is the root of all evil."- Donald Knuth   When Donald's statement is viewed with its original context intact it suggests you should only be optimising the parts of your code that are worth optimising, not that you should throw caution to the wind and write sloppy code from the start. His beef was with people who don't profile their code to find where the inefficiencies are before they start optimising.    Selecting the right data structure or methodology for your game is *not* premature optimisation. It's common sense.
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