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'Refactor Later' Kills Prototypes? Here's What to Do

Posted by Gemma Ellison
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July 29, 2025

‘Refactor Later’ Kills Prototypes? Here’s What to Do

Indie developers often fall into the “refactor later” trap, especially when building prototypes. You’re excited, ideas are flowing, and you want to see something playable as soon as possible. The problem? Neglecting documentation and clear code from the start turns your promising prototype into an unmaintainable mess.

“Refactor later” becomes “abandon project” faster than you think.

Identifying ‘Refactor Later’ in Action

How do you know you’re heading down this path? Common signs include:

  • Code that only you understand (and barely at that).
  • Spending more time debugging than adding new features.
  • Fear of touching certain parts of the codebase.
  • A growing list of “TODO” comments that never get addressed.
  • Inability to explain core mechanics to a potential collaborator.

These symptoms point to a deeper problem: you’re building technical debt without a plan to pay it off. And that debt accrues interest, making your prototype harder and harder to work with. The problem is that ‘refactor later’ often actually means ‘never refactor’.

The Documentation-First Approach

The solution isn’t to meticulously document every line of code from day one. That’s overkill for a prototype. Instead, adopt a lightweight “documentation-first” mindset. This means:

  • Before implementing a major feature, write down your intentions. What problem are you trying to solve? What are the potential pitfalls?
  • After implementing a feature, briefly document how it works. Focus on the “why” more than the “how.” Code explains the "how"; documentation explains the “why.”
  • Capture key decisions and their rationale. Why did you choose this algorithm over that one? Why this art style?

This doesn’t need to be formal or time-consuming. The goal is to create a trail of breadcrumbs that you (and others) can follow later. It’s about being intentional with your decisions.

Journaling Styles Compared

Different studios use different methods to track progress and decisions. Here’s a comparison of several popular journaling styles:

  • The Notebook Method: Simple, direct. Write everything down in a physical notebook. Pros: Low-tech, always accessible. Cons: Hard to search, difficult to share.
  • The Wiki Approach: A shared, collaborative space like Confluence or Notion. Pros: Great for teams, easy to organize and search. Cons: Can be overkill for solo devs, requires discipline to maintain.
  • The Markdown Devlog: Using Markdown files in your project repository. Pros: Lives alongside your code, easy to version control. Cons: Can be difficult to keep organized, requires familiarity with Markdown.
  • Dedicated Game Dev Journaling Tools: Software specifically designed for tracking game development progress. Pros: Streamlined workflow, features tailored to game dev needs. Cons: May require a subscription.

The best style depends on your personality, team size, and project complexity. Experiment to find what works best for you. The goal is consistency. Choose a method you’ll actually use.

Preventing Prototype Collapse: A Practical Example

Imagine you’re prototyping a new enemy AI for your game. Instead of diving straight into code, start with a journal entry:

Date: 2024-02-29

Feature: Enemy AI - "Hunter" type

Goal: Create an enemy that actively seeks out the player and attacks.

Considerations:

  • Pathfinding: A* or NavMeshAgent? (Investigate performance)
  • Attack Pattern: Melee or ranged? (Melee feels more thematic)
  • State Machine: Simple states (Idle, Chase, Attack) or Behavior Tree? (Start simple, maybe refactor later if needed)

Potential Pitfalls:

  • Enemy getting stuck in corners (Needs robust collision detection)
  • Performance issues with A* pathfinding (Optimize or switch to NavMeshAgent)

After implementing the AI, add another entry:

Date: 2024-03-01

Feature: Enemy AI - "Hunter" type (Implemented)

Notes:

  • Used NavMeshAgent for pathfinding (A* was too slow).
  • Melee attack implemented with a simple animation.
  • State machine uses 3 states: Idle, Chase, Attack.
  • Collision detection is working well (so far!).

Next Steps:

  • Add sound effects for movement and attack.
  • Balance the enemy's speed and attack damage.
  • Implement a death animation.

This simple example illustrates how to capture key decisions, rationale, and potential problems. This documentation will save you hours of debugging and refactoring down the line.

If you’re looking for a streamlined way to capture these key decisions and keep your game development organized, check out our game development journal. It’s designed to help you track your progress, stay consistent with your devlog, and organize your creative process.

Common Pitfalls and How to Avoid Them

  • Inconsistent Journaling: The biggest pitfall is starting strong and then giving up. Set realistic goals (e.g., one entry per feature) and stick to them.
  • Overly Detailed Documentation: Don’t try to document everything. Focus on the important stuff: decisions, rationale, potential problems.
  • Ignoring Your Journal: Regularly review your journal to remind yourself of past decisions and identify potential problems before they arise.
  • Treating it like a chore. Frame it as a tool to save time and frustration.
  • Not sharing with your team. If you have one, a journal facilitates better communication and ensures everyone’s on the same page.

Documentation prevents the prototype from becoming an unmaintainable mess, ensuring teams can iterate efficiently without getting bogged down. Start documenting early, even in prototypes, and reap the benefits of a more organized and maintainable project. “Refactor later” doesn’t have to kill your prototype. A little documentation goes a long way.