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In some instances, scheduling cannot be fudged enough to minimize dependencies and still give enough time for everyone to complete their tasks. Or, there may not be enough alternate work with which to fill up that person's schedule. In this case, the best thing to do is simply to code around the problem. This was somewhat of a problem in DEER HUNTER's development.
Your particular choice of libraries and tools doesn't really matter, as long as you maintain a clear separation between the test bed and the game code that you're writing. This distinction also has another positive side effect: it forces programmers to maintain a clean and intuitive programming interface to the code modules that they're writing, because the code must be moved from the test bed to the main project. At some point, the actual project may become incompatible with the test bed due to increasing complexities in the game itself. Don't try to maintain the two separate projects unless you're absolutely forced to do so. Simply move the code to the main project and continue working there. Keep in mind that the test bed is simply a means to an end, and once its usefulness has ceased, it should be discarded. Don't make it too pretty by wasting time on irrelevant features. Quick and dirty is the key. |
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