Can’t please everyone, and totally, I’m just putting my opinion out there, so it’s great to see what other people think; I’m just one lone voice in the crowd.
Basically what it boils down to, for me, is: Software projects are hard not because coding it hard, that’s just a technical challenge, any one can do it, really; the reason software is hard is because managing complexity is hard.
Once you do any software beyond a certain size, the biggest challenge isn’t writing new code; its managing the complexity of what you’ve built.
One of the key principals of software engineering is building modular reusable components that allow you to manage this complexity by:
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Re using your existing code in multiple projects.
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Change the ‘internals’ of a component without breaking the whole project.
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Build new small features that contribute to the whole.
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Lets you try different things quickly and easily.
So… if you’re not going to use modular components (and unreal plugins are a pain to work with), then trying to build a big game isn’t really a good idea, because you can hack away at it, day after day, but all you end up building is a nasty tangled mess of blue prints you can’t reuse for anything ever again. More and more layers of complexity until all you have is a pile of bugs. You can do it, but it’s bad practice, and it’s a bad thing to teach people.
I’m not suggesting that the course focus on making trivial games…
…but, either:
- build modular components
- OR build small games where the complexity doesn’t spiral out of control~
- OR build a ‘template project’ and actually show how to modify it.
The first rule of gamejams is don’t be overly ambitious, or you’ll never finish what you’re working on.
…but, like I said, just my opinion. I trust Ben & Sam to flesh out the rest of the course with cool stuff.