How does one go about developer scalability and code-reuse in Flash?
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08-07-2019 - |
Question
I've so far dabbled in Flash doing 1-man shows for quite some time, but have never done any big projects with it, where actually source management and code-reuse was truly necessary. However I'm considering Flash for a new project, but this time around it's won't be a 1-man show, that's when it struck me that I had no experience of how one is supposed to do that with flash.
What are some good tips or resources that could help us figure out a good workflow?
Solution
- Good communication
- Don't work in .fla's. 100% of the code in .as files
- UML (at least discussed)
- Different tasks for everybody
- Comments in commits to code repository
- "Manage your code so that anybody can at any time take over your job"
- Consider the bus factor
With junior developers it's also good to go through basic stuff such as package structures etc, just so that everybody is on the same page.
I think it's also good if somebody is kind of like a technical manager of the project, overseeing what the developers are doing. It may also be one of the developers but i think it's important to have one person who knows what everybody else is doing.
OTHER TIPS
Antti has a bunch of good ones, externalizing code and appointing a leader in particular, I'd just add that when you're picking different tasks for everyone, tell people to code their piece as a modular class that provides the functionality you'll need - that'll make the code more reuseable in the future, and make integration smoother as well.