Knowing When to Quit
From the archive
This post was written in 2006. Technology has moved on a fair bit since then, so some of the tools, links and advice here may well be out of date. Treat it as a piece of history rather than a current guide.
As a side note and not really about game programming, an extract from (strange place indeed) the Dilbert Blog, good old Scott Adams has some ramblings about his past in business, life and such.
Brings out the oft-told truth that for every success in life you’re likely to have on average 9 failures (1 in 10) and points out that this really does just become a fact of life and not to be deterred by it.
An interesting read and in reality this applies to game design as well, for every really good idea that works well in your game you’re probably going to have several either very stupid (on reflection) or mildly annoying ideas, which ones you choose to implement mostly relies on personal experience, or more likely trial and error, I’ve lost count how many times I’ve had to debug a problem only to find out I left something in which was very bad!
Anyway, read on!!