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by danielbln
453 days ago
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I disagree, agentic coding is amazing for prototyping. It removes a ton of friction and inertia and allows me to try a bunch of ideas to see what works (from a delivery and/or UX perspective). Of course, you should have the systems thinking and experience in place to know what it is you're doing with it at any given point , but for demos and prototypes it has been an absolute boon. Generally, you wouldn't type out the spec either, either you provide an existing spec to the model (in form of white board notes, meeting notes, etc.) or you iterate conversationally until you arrive at an initial implementation plan. It's a different way of working for sure, and it has distinct draw backs and requires different mental modes depending if you're doing green field, demo/prototype, existing large app feature development etc. but it's been a massive productivity enhancement, especially when tackling multiple projects in quick succession. |
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When you're making a game, it's really expensive to try out different ideas, like a few different implementations of a mechanic. It could be hours of work to make a change. You tend to have to do a lot of thinking to tweak a mechanic in a fundamental way just to see what it feels like, knowing that you're probably going to throw it away.
LLMs are really good at this. Make a git branch, ask Claude Code to tweak the physics so that it does X, see what it feels like. Rollback the change or continue tweaking.
Same with branching the UI to see what a different idea would feel like. Simple changes to explain could result in hours of refactoring UI code (chore work) just to see if you like the result. Or just ask the LLM to do it, see what it feels like, roll it back.