Refactoring
This weekend I was working on exposing faction properties through the modding framework so that they could be accessed through scripts. In doing so I noticed it took me a quite a lot of time just to expose a single property. So I decided to do a little bit of refactoring to simplify how entity properties are defined. That little bit turned out to be not to be so little... In the end I ended up compacting 1200 lines of code into around 500 lines. Though compacting code is on itself not a big deal. The best part about all this refactoring is that now I can add new properties with just 3 to 5 lines of code instead of ~20 and in about half the time.
Regardless, that is all to say that I'm still not fully done defining the split clan decision and I have yet to start working on integrating modded decisions into the simulation. Which is not good. But I really hope this refactoring will cut development time for the rest of the decisions when I get to work on them next month.
Get Worlds - History Simulator
Worlds - History Simulator
A world generator, and human history simulator
Status | On hold |
Author | DrTardigrade |
Genre | Simulation, Strategy |
Tags | Alternate History, Procedural Generation |
Languages | English |
More posts
- Extended HiatusOct 23, 2022
- Worlds 0.3.4.01 (minor update)Oct 03, 2022
- Worlds 0.3.4Aug 22, 2022
- Worlds 0.3.4 alpha 4 ready for closed testingJul 27, 2022
- Done Migrating Discovery Mod ScriptsJun 05, 2022
- Halfway through Alpha 4Apr 19, 2022
- Closed Alpha 3 StartMar 20, 2022
- The Last PartMar 15, 2022
- Closed Alpha 3 Participation FormMar 13, 2022
- Relationship Improving Action Done...Jan 04, 2022
Comments
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gotta do it! Well worth the time.