@ -11,7 +11,7 @@ But, as you explore Squib's features and work away at your games, you'll pick up
Improving your workflow comes down to a few principles:
* **Automate what will be tedious**. There's a balance here. What do you anticipate will change about your game as you develop it? What do you anticipate will *not* change? If you automate *everything*, you will probably spend more time on automating than game development. If you don't automate anything, you'll be re-making everything whenever you make a game design change.
* **Automate what will be tedious**. There's a balance here. What do you anticipate will change about your game as you develop it? What do you anticipate will *not* change? If you automate *everything*, you will probably spend more time on automating than game development. If you don't automate anything, you'll be re-making every component whenever you make a game design change.
* **Focus on one thing only: visual, game, or build**. Cognitively, you'll have an easier time when you focus on one thing and one thing only. The more loose ends you need to keep in your head, the more mistakes you'll make.
Additionally, improving your workflow can help you pivot to other tasks you might need for polishing your game later on, such as:
@ -26,7 +26,7 @@ Organizing Your Project
Most games involve build multiple decks. Initially, you might think to put all of your Ruby code inside one file. That can work, but it gets slow and cumbersome. Instead, I like to organize my code into separate source code files inside of a `src` directory.
Keeping your artwork in its own folder will also make it easier for you to find what you need later on. Also, using `img_dir` parameter in the `config.yml` will let you switch the entire image directory over in one
Keeping your artwork in its own folder will also make it easier for you to find what you need later on. Also, using `img_dir` parameter in the `config.yml` will let you switch the entire image directory over in one