>>536165990
In general I have a hard time with similar ideation. I can describe what I need, and how to hook into it and what needs to be exposed to other program elements. But as soon as I need to comprehend initialization, deal with complex matricies and the like, I struggle, however, while you didn't respond to me earlier, I have this to suggest. why not try off the shelf solutions to these problems? I am most probably an even worse programmer than you, but I dont see the point of reinventing the wheel especially if you are alone.
>at work i can mentally piece apart a programmer's code during blackbox testing and even come back with approximate pseudocode and its within 70-90% accuracy to the real code from what im told, but im working with something already built. building it from scratch is entirely foreign to me and while i could just not care and "make it work" that doesnt feel right to me at all and keeps building me into a corner. got any suggestions for making this easier?
this skill is called composition and it's the same skill that seperates someone who plays an instrument and someone who composes it. As someone who flunked out of AP art I can do editing on art work very easily. I understand how allmost all of the tools (at least the ones that existed back then) work. but I cant visually compose a cohesive look for a work by myself. However that skill is a good one to have, but it's not necissary for things it isn't necissary for. If you can buy off the shelf solutions and then go in and edit them, there is no reason ever to not do that right?
What exactly makes you feel you can't step on the cracks on the road in a race to a finish line? Even beyond that you mentioned feeling lost on your game identity and reason to make it and like I said before, if you aren't willing to work on anyone elses project there has to be something related to that refusal that can form the basis of your game identity.