If it’s worth doing, it’s worth overdoing.

Hello again.
I know it has been quite for some time now, but in the middle of studies, studies, canceled ferries, more studies, Christmas, working with studies during the Christmas break and even more studies, I haven’t had much chance to write here.

Anyway, lets write a blog post about programming and one of the assignments we have in that course.

Assignment 2 – Develop a game

One assignment was to develop a simple video game and write a report about it. I choose to develop a game of Snake.

However, the twist to all of this is that the code will receive points depending on what it implements, and a certain number of points is required to pass the assignment. A few examples of this is event-driven sounds and usage of an external library (outside of what you use for rendering and such).

But some of these things may be overkill in relation to how simple the game is. One of these things is having the game being component based. But should we learn it for such a simple game? In snake, such things is overkill.

The reason for that is because we learn the principle behind it. In a larger game/software project, I can certainly understand that component-based programming has its advantages in the long run. Sure, it’s overkill for such a simple game as snake, but it has still thought me the principle behind it and I can see the advantages with it.