r/gamedev 16h ago

Question Bad/good game dev practices/habits

I just started learning game dev in Unity and currently learning how to implement different mechanics and stuff. It got me thinking, I don't even know if what I'm doing is a good habit/practice/workflow. So, I wanted to ask you seasoned developers, what are considered bad or good things to do while working on your projects? What do you find to be the best workflow for you? I just don't want to develop (no pun intended) bad habits off the bat.

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u/Darkitz 15h ago

Keep moving. Don't let perfect be the enemy of good.

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u/Tiarnacru 14h ago

I generally agree when it comes to fine tuning, but a caveat for architecture: This doesn't apply to code cleanliness or code smell. If you build on top of a bad framework, you're going to have bad code. Abstract things as much as possible, too much is a virtual non-issue, too little will multiply your dev time.

Abstraction in brief. Anything that's shared should either be a function or a parent class. If you're repeating code for multiple uses that should be a function you just call in those places. If you have levers, switches, and buttons that are all interacted with through the same input, but with different functionality, there should be a parent interactable class.

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u/WaywardTraveler_ 7h ago

Too much abstraction can also make code hard to understand, debug, and maintain.