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0r0d last won the day on July 22 2018

0r0d had the most liked content!

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  1. You could have your own website, but no one will even know about it. Being on Steam means that a lot of people can search and find your game.
  2. You have to work with what you have. Since you already know some Unity, then work in that, and develop the prototype yourself. You can get plenty of assets for the prototype either for free or cheap on the Unity asset store. So, you can either use that stuff, or have your friend make stuff, but you have to use whatever you have and not expect that you can make a finished polished game that way... it's just a prototype. Then if the prototype is good enough, you might be able to get others to join in on the project. Most importantly, you should limit the scope of your project. Start small and try to make something that you can do with little resources in a fairly short amount of time (1 year or less). If you're trying to make a very ambitious game, and you think you can spend years working on it or easily get a team together, then you're kidding yourself. You only have yourself and maybe your friend there.
  3. "Data is more important than code" Here we have the core of most of the anti-OOP nonsense that seems to be the popular thing these days. Looks like someone watched a YouTube video about data-oriented programming and now they know the truth that everyone else is clearly missing, so they must go out and spread the good word. Sorry, but, that's a load of b.s. In software there are many aspects that come together. The programmer, the user, the code, the data, the development tools, the target hardware, etc. None of those things are objectively the most "important" thing, and certainly not so for each and every piece of software to ever be written. OOP is just a tool, and shockingly one that can be used with other tools. You can use that hammer AND a screw driver, you dont have to pick one over the other. OOP has its strengths and benefits, which is why it has become one of the most popular programming paradigms in history. It helps programmers think about solutions to problems in natural ways that are easy to think about. It helps them to write maintainable code. And the list goes on. Now, can you abuse it and write terrible OOP code? Yeah, sure. Can you also write terrible data-oriented code? Oh...yeah. What you need to do is stop thinking in dogmatic ways, and just use the tools that best suit you and the problem you're trying to solve. There is no "right" or "wrong" way to solve a problem in software engineering. The best way is the one that works for you. Of course that doesnt mean that all solutions are equally good. But you cant figure out what's going to be that good or better solution by just making blanket statements about this thing being the most important, or that thing being it. Use your brain, look at the problem, decide what's the best approach to solve it, the one that makes most sense to you. That approach might be the best fit for you, and the wrong one for someone else. There's no contradiction there.
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