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UberGames Site Postmortem: The good, the bad, and the ugly language
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Welcome!
At this point in time, the articles section on this site is pretty much totally empty, so I thought I’d
give it a bit a test run. This is something I've been thinking about writing about for a few weeks, mainly
as something to completely give closure to the development of this site.
I don't do much writing like this, so I'm pretty sure that my writing here will be pretty rustic, so please
go easy.
So... the UberGames site is finally finished!!
The style framework renders correctly, it's filled with content, and the code base itself has been
(more or less) cleared of all the bugs!
Although it might not look it, getting to this point was a pretty big hurdle. It took several
months of meticulous planning, designing, development, and then thorough testing and refining before
it was finally made live in August. Personally, this was one of the first large scale
websites I’ve seen all the way from concept to release so this has definitely been a great experience
for me.
In this article, I’d like to discuss how this site came about; the origins of the concept, how it was designed, and then how it was ultimately created. Naturally, when working on a project like this, there are good days where development runs nice and smoothly, and then there are bad days, where bugs are pouring out of every possible chunk of code, which inevitably leads to lots of colourful language coming out as well.
So on that note, I’d like to reflect on the development of the UberGames site, along with the good things that happened, the bad things that happened, and the ugly language that followed!
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