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Comments on: Cruise Control http://Farbs.org/cruise-control Tue, 22 May 2018 22:42:40 +0000 hourly 1 https://wordpress.org/?v=4.9.31 By: Farbs http://Farbs.org/cruise-control/comment-page-1#comment-14748 Tue, 01 Jun 2010 02:58:06 +0000 http://www.farbs.org/?p=323#comment-14748 @IAT: Not nearly enough (hint hint). I did find some great fan fiction a while ago though. Actually, I’m pretty sure I once found Polychromatic Funk Monkey fan fiction. That was awesome.

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By: IAT http://Farbs.org/cruise-control/comment-page-1#comment-14747 Tue, 01 Jun 2010 02:11:18 +0000 http://www.farbs.org/?p=323#comment-14747 how much fanart do you have, farbs

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By: Farbs http://Farbs.org/cruise-control/comment-page-1#comment-14740 Mon, 31 May 2010 22:36:15 +0000 http://www.farbs.org/?p=323#comment-14740 @ryan – yeah, it can veer out of control with more than one person on a project. Still, I think it’s important when you build something new to acknowledge that you’ll at least need to make some course corrections.

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By: robodoggy http://Farbs.org/cruise-control/comment-page-1#comment-14724 Mon, 31 May 2010 16:19:07 +0000 http://www.farbs.org/?p=323#comment-14724 That’s just how I created my game (which coincidentally was inspired by this). I started with being able to navigate a 2d array of characters then I figured out all the planets, saving and other ships.

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By: ryan http://Farbs.org/cruise-control/comment-page-1#comment-14716 Mon, 31 May 2010 12:24:36 +0000 http://www.farbs.org/?p=323#comment-14716 that type of design philosophy works great when your working alone or with a small team like yves said. definitely harder to pull off with a larger group. I work in mech engineering and we essentially do what you do. we see a problem that isn’t necessarily defined by a document then we mock up a solution in 3d then review it and implement.

I guess this process could work with larger groups with the right management. it would be chaos letting a bunch of little groups design parts of a game then expecting everything to merge and be cohesive. communication would be key.

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By: Joshua http://Farbs.org/cruise-control/comment-page-1#comment-14712 Mon, 31 May 2010 06:16:51 +0000 http://www.farbs.org/?p=323#comment-14712 Obligatory: “EVEN WITH CRUISE CONTROL YOU GOTTA STEER BRO”

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By: Apollo (previously Andrew) http://Farbs.org/cruise-control/comment-page-1#comment-14710 Mon, 31 May 2010 05:00:48 +0000 http://www.farbs.org/?p=323#comment-14710 So are we gonna get wasted if were cruising and not paying attention???

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By: LHin http://Farbs.org/cruise-control/comment-page-1#comment-14704 Mon, 31 May 2010 01:27:54 +0000 http://www.farbs.org/?p=323#comment-14704 “Cruise control engaged”

OH CRUD! Where did that juliet station come from?

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By: Yves http://Farbs.org/cruise-control/comment-page-1#comment-14696 Sun, 30 May 2010 23:01:52 +0000 http://www.farbs.org/?p=323#comment-14696 I agree with this kind of design plan. It seems a lot more intuitive and generally just smarter. Of course, if you have a team of people and each isn’t intimately familiar with what is going on in the game, designing the way you are presents some problems. But I think that for a one person or few person design team it’s a better idea to do what you’re doing, Farbs.

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