- Apr 3, 2019
- 282
- 876
Yeah, I took a really quick look at the code, saw a bunch of definitions and names (the changelog is in there as well, we shouldn't count those as code or even content) that's why I said it. There is no reasonable way a game this size/scope should come close to even 10k lines of code, and that's with the bloat that is non minified HTML.is untrue. Not to mention that this estimate probably includes everything Crush has written thus far, but hasn't released yet, 40k lines are name lists, many of them very obscure (Greek? Seriously?), to the point I doubt they are used anywhere. And yes, 40 k lines are achieved by having a single name in a single line. So code takes way less space than claimed. And speaking of this:
I believe v1.4 had this thing, but the sheer amount of new files in v1.5 could've pushed the invention of new tricks. I remember seeing giant lists of "if/elseif" conditions in the code where clothes were on display - they got less in size. And about useful names of assets - well, you can take a look at the offline version. With it's 9k files of art. And see how they are named. Could be better, could be worse, IMO. And honestly, this game code gets opened in Notepad, though it looks clunky that way. Explore at your leisure. As you can see, if there's something you can point out for improvement, you'll be heard (not necessarily listened, but hey)
As a guy who reads his patreon, I can confirm that this fucking Dubai scene was scrapped and rewritten for like three times in the past six months, probably completely. Best practices for writing code, while helpful in other times, are of no use when you're a writer who's just that bad at writing, or thinks of himself as that bad, or too insecure, or too ambitious, or whatever. Smut isn't code, and Crush's currently (finally) writing smut rather than writing code. Honestly, for the locals (i.e. for non-supporters visiting this place IDK why) it may be best to follow the example of that one guy who visits this place annually. No expectations, no regrets, no discussions, just a check-up.
Also, if I'm criticising "the code" (really, more like "the decisions") it's because, well, that's basically all the recent updates have done. I can't really comment on new content (past ~mid 2018) because there hasn't been much of it.
Regardless, at this point is not so much "best coding practices" (whcih would help) as much as general project development/management. Rewriting a scene for the third time and remaking the tan lines is all the same thing, really. It's just that, if you add "poor coding" on top of that each mistake is even worse and delays the project more than it should.
I told him months ago: There will be things you have to rework, there will be things that you implement now and see that you have to expand later because you didn't consider one case. It happens to every single project, even something as immobile and (quite literally!) set in stone as a concrete building. Which is why, 9/10, it's better to keep going and have a pile of "things to fix" almost ignored for a while so you can see the whole picture.