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Real E$tate Empire, a real estate simulation game
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The Data Lump - Overview
November 19th, 2008


I've just shipped Big$hot which, not counting SKU's, is my 6th title as an indie. I've been thinking about doing a post-mortem, more for my own purposes than as something to publish. Before starting Big$hot I took a few weeks to tidy up my code base and to add a few features that I thought would help to make future code maintenance easier. By the end of Real E$tate Empire I was definitely spending more time hunting down code than I like to. To that end I extended my finite state machine to include initialization and shutdown functions along with a regular naming convention that a code browser uses to be able to put the game into any state at any point. And, to be honest, I don't know if it was simply being conscious of being tidier about my code or if those changes made a difference... but finishing Big$hot, while time consuming because of the amount of play testing involved was both satisfying and productive.

The big remaining productivity hit in my system comes from how data flows in and out of my projects. I abstract my game data from my programs by parsing in a series of text files that describe my games data. This allows me to use human readable files to edit game data instead of scattering it around inside the program or having some kind of binary data editors which would be hard to debug if the data seemed funky. The main problem with this system is that, especially with VC++ 6.0's edit and recompile on the go, I end up wanting to edit my game data inside of my game. In fact, with Big$hot and Real E$tate Empire, I found myself writing mini-editors so that I could edit my data on the fly - things like shifting around where for sale signs and shadows are on the game map so that everything looks just right. The problem is that I then have to hand transfer this data back to the original text files. The easy solution, I hear you saying it now... would be to write the data back out from within the game. The reason that I haven't done this is that I typically have comments that I'm not willing to discard strewn through out my data files. The answer, my friends, is a scheme I am planning on migrating the Big$hot code base to before I make any wish list additions that first adopters might request.

More tomorrow,
L

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