I was dropped into the tech lead position at my job last year; I started in game design at art college, so having to run and gun has been fascinating. I'd be lying if I said I wasn't scared reading about much of the stuff in this comment section that really should be bread and butter.
I'm talking to my boss to see if there's some kind of training program I can pick-up on the side to help me gather what should be the basics that I've missed out on, although we're so overloaded finding the time and money is challenging. I'm lucky it's mostly CRUD, but I can't help by worry every architecture decision I'm making is going to cost us massively down the road.
I'm working on my own detective game right now; inspired by all the things I hated of past detective games, especially around dialogue systems (they always present questions to ask which I have no frame of reference for) as well as the general mechanics (a lot of detective games focus on being a cinematic experience, with most of the mechanics being unrelated and inconsistent with each other). L.A. Noire is probably the worst offender in my head (even though I enjoy it as a game in general).
Pretty cool this article came out now, just as I started to get back into the swing of building my game.
I'm talking to my boss to see if there's some kind of training program I can pick-up on the side to help me gather what should be the basics that I've missed out on, although we're so overloaded finding the time and money is challenging. I'm lucky it's mostly CRUD, but I can't help by worry every architecture decision I'm making is going to cost us massively down the road.