Technically it ' s wasted when we don ' t take it out of the ground and used when we put it back . <| sep |> So Priest minion 3 sells for 1 GP . Guess I can start farming the points now . <| sep |> Fucking cuckeyed pedo , POS . FUCK USPEZ <| sep |> YOU JUST MADE ME LIKE IT MORE <| sep |> Its odd considering protoindoeuropeans valued gems as much as gold or silver . <| sep |> Corsair strafe MX reds , shrink wrapped with leftovers of a decal and I ' m using Tai Hao cotton candy . <| sep |> hmm makes sense <| sep |> It was good while it lasted . I think we either broke Amex or helped their Q 4 numbers . <| sep |> Just how essential it is to make sure things are flexible and easily changed . And how to do so . Uncoupling logic , having things be easily configurable , making sure you can change game logic without restructuring massive parts of your code . Not using globals , singletons , or really any global state in general . When you first start out , coding a game is relatively easy . This hooks up to that , A relies on B , no problems . But then you realize you made a silly mistake in how your movement code works and you need to rip out and rebuild half of your game because of that mistake in one system . Or even worse , you realize that it ' s becoming harder to add things because of how much code relies on assumptions that other code makes . For example , you assume that nothing changes various things in the OpenGL state . But now suddenly you have something that needs to , and you find yourself going through every single bit of rendering logic you ' ve ever written because of that . One great way to work on this is to write a simple game that is built on a few things from the ground up multiplayer just local MP will do , scripting , configuring input including controllers , and easily changing graphics . For the best outcome , you should be able to do all of that while the game is running . It doesn ' t have to be anything complex . Just make a simple Pong clone . The scripting could be for powerups , or special fields , or whatever else .