This article sums up a lot of things I've realized about software development recently: don't worry about the future; focus on what you need now; deliver frequently; a lot of what you learned in school is just wrong.
- Rob Shillingsburg
"I experienced a great resurgence of the sheer fun of programming, and I think that is very much due to me consciously letting go of my need to control the design of the software." I'm with you dude!
- Rob Shillingsburg
"Becoming overly enamored with the potential for reuse gets you thinking about systems and frameworks, things that are general, flexible, pluggable, and generic, as opposed to creating real value and functionality in your program, which are things that are specific, to the point, and concrete. On top of that, game designers and gamers always want special cases, things you had not anticipated -- things that make you angry, since they don't fit into your grand software design!"
- Karl Rosaen
I was this way before college (except for the testing), and college ruined it for me. I thought too hard; I planned too far ahead; I tried to do everything “right”. And I was far less productive and had much less fun. For the past few years I've been trying to get back to a more iterative and concrete style of development.
- Amit Patel
"... Quality assurance should be under the guidance of a small professional testing team. The testing team has the responsibility of monitoring testing quality and advising developers on how to apply different testing techniques. ... Also, when hiring for your QA department, you should be wary of people viewing QA as a stepping stone towards some other career." Good luck with that. Anyway, isn't this just "some game developers discover Agile"?
- ⓞnor
I think my problem with this Agile/XP stuff is that it gives more weight to fire-fighting than fire prevention. You don't necessarily easily see the crises that were avoided due to proper planning; you do see the crises that are hard to get out of due to unwieldy frameworks. So then you blame planning, but planning doesn't get its due credit when things go well.
- Andrew C
Also, how are you going to have a smooth, fast, problem-free build process and art pipeline just by ad hoc implementation?
- Andrew C