Coding guidelines<p>- Precompute whenever even remotely possible.<p>- Measures must be taken to prevent copy paste errors.<p>- Measures must be taken to prevent copy paste errors.<p>- The STL is evil (most of the time).<p>- Unnecessarily virtual functions should be rewritten to remove virtual requirements.<p>- Sloppy code must be marked for recoding later.<p>- Unreadable code earns you a free punch in the face.<p>- Measures must be taken to prevent copy paste errors.
"RECODE", ha, cute.<p>Short and to the point, it's a good doc but not very interesting. Just glad they didn't pad it with tons of code (last I remember Digipen TDD's are required as part of the curriculum and students are known for doing this).<p>Haven't thought about this game in years, though. What a nice throwback. I thought Portal was great, very polished with great sense of humor but ND was in my opinion a much more fun and interesting game experience (the puzzles really gave you that fantastic "aha!" moment).
Nice piece of history, and hilariously/sweetly innocent/naive in its specificity and certainty, like only newbies' first "design document" could be.
For those who haven't played it, the original game is here:<p><a href="http://www.nuclearmonkeysoftware.com/narbaculardrop.html" rel="nofollow">http://www.nuclearmonkeysoftware.com/narbaculardrop.html</a>
Very cool. Are there similar documents available for any other games that we would be familiar with?<p>I imagine it could be a pretty interesting exercise to read over a handful of these from different teams.