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Timeline for Why is it bad to hard-code content?

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Oct 5, 2014 at 0:12 history protected House
Oct 4, 2014 at 7:18 comment added Kyle Baran @immibis: While that is true, it doesn't feel worth it to compile and publish a shiny new binary just because balance dictates a sword should do 80 damage instead of 81 damage. Getting a game out there is great, but getting a robust engine that you can reuse for future games is even better.
Oct 4, 2014 at 4:51 comment added user50286 Parsing a data file doesn't even have to be much trouble. Just as long as it is more trouble than the alternative, it is worth considering doing the alternative.
Oct 4, 2014 at 1:15 comment added Criticizing Israel not allowed Whatever you decide, do realise that hardcoding content allows for a lot more special cases. Want a certain boss to only appear between midnight and 7AM (real time)? It's a lot easier to hardcode that than to create a generic way for monsters to only appear at certain times.
Oct 3, 2014 at 8:19 comment added Luaan If parsing a data file is so much trouble, perhaps you should have a look at some other programming language that makes it a breeze :P There's many languages and platforms where you can just serialize and deserialize objects "as-is", with no extra work involved (although it's usually a good idea to put at least some work into it :)).
Oct 2, 2014 at 14:03 answer added unor timeline score: 2
Oct 2, 2014 at 10:25 answer added Christian timeline score: 3
Oct 1, 2014 at 19:48 comment added House @eBusiness I'm not sure the amount of hard coded content is actually all that critical. There are plenty of applications that use large amounts of text or other data sources. I think the title question is what really matters here, and that's not specific to game development.
Oct 1, 2014 at 19:21 comment added aaaaaaaaaaaa @Byte56 I can't think of any other type of program that naturally include a large set of arbitrary but static data. While the same question may to some degree be relevant to other programs, games are unique with respect to the amount and purpose of such data.
Oct 1, 2014 at 9:02 comment added Lilienthal just making every unique dungeon (content) its own class. That just made me shiver. Separation of data from logic is such a fundamental principle to me that I'm surprised there are still developers violating it.
Oct 1, 2014 at 8:17 answer added Nzall timeline score: 3
Oct 1, 2014 at 3:17 answer added John Cobalt timeline score: 3
Oct 1, 2014 at 3:13 comment added fluffy And of course there's games out there which generate all of their content procedurally, using code in the first place. That's a different sort of art, though, and it's usually (but not always) to make the game seem more "organic," as well as usually being a much smaller download.
Oct 1, 2014 at 2:48 answer added Panda Pajama timeline score: 7
Oct 1, 2014 at 0:14 history edited Anko CC BY-SA 3.0
Summarised and clarified by removing examples where unnecessary, resolving double negatives, rearranging words for clarity and other such standard editing work.
Sep 30, 2014 at 23:29 comment added R.. GitHub STOP HELPING ICE @pllee: Hardly. The whole gettext translation model is based on having content in one language (usually English) embedded in the source.
Sep 30, 2014 at 22:20 comment added House Not so sure this is game development specific. In the future consider asking on the programmers SE or stackoverflow.
Sep 30, 2014 at 22:04 answer added Ted Wagner timeline score: 3
Sep 30, 2014 at 22:03 comment added pllee i18n would be very hard to do with content embedded in the source.
Sep 30, 2014 at 21:40 history tweeted twitter.com/#!/StackGameDev/status/517066359331905536
Sep 30, 2014 at 21:34 answer added GameAlchemist timeline score: 3
S Sep 30, 2014 at 21:09 history notice removed user1430
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Sep 30, 2014 at 20:53 comment added Glen Swan Text based games do hard code a lot of content, but I think that's just because of the time when they were developed and poor design choices. The same might apply to Dwarf Fortress. I personally have taken all my text-based games and moved the content outside of the source and into a database. It made my life so much easier.
Sep 30, 2014 at 20:48 vote accept user50286
Sep 30, 2014 at 20:45 answer added Christian timeline score: 85
Sep 30, 2014 at 20:35 history rollback House
Rollback to Revision 5
Sep 30, 2014 at 20:35 history edited user50286 CC BY-SA 3.0
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Sep 30, 2014 at 20:34 history edited user1430 CC BY-SA 3.0
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Sep 30, 2014 at 20:34 answer added user1430 timeline score: 30
Sep 30, 2014 at 20:33 history edited user50286 CC BY-SA 3.0
edited title
Sep 30, 2014 at 20:33 history rollback user50286
Rollback to Revision 1
Sep 30, 2014 at 20:28 history edited user1430 CC BY-SA 3.0
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Sep 30, 2014 at 20:26 history asked user50286 CC BY-SA 3.0