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Monday, December 18, 2006
 
Indie Postmortem: Shelled!
At GarageGames, there's an indie postmortem of the game, "Shelled!" Interesting to take a look at, especially if you have been working with the Torque engine (though the postmortem only has a few Torque-specific sections).

One interesting mistake he mentions is a problem I deal with constantly: Coding what you need, not what you think you might need. My time at a company practicing eXtreme Programming (XP) helped break the habit somewhat, but I still find myself falling into the trap of taking five times as long to create something ten times as flexible, when I actually don't need any of that flexibility.

Many thanks to Gary Preston, the lead programmer of Shelled!, for providing this very candid postmortem.

Check out the postmortem here.

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