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kuschkuyesterday at 11:18 PM3 repliesview on HN

That's significantly more work (and effort) than just doing it yourself, though? Even for larger, complicated projects.


Replies

Jeremy1026today at 3:50 AM

Not even close. A friend and I are working on an iOS game (a tower defense style game). We are writing 0 code ourselves. We both have a history of iOS development, he is still actively involved and I've move away from it in recent years.

In about 2 weeks we have a functional game, 60 levels, 28 different types of enemies, a procedurally generated daily challenge mode, an infinity mode. Tower crafting and upgrades, an economy system in the game for pay for the upgrades.

This likely would have taken us months to get to the point that we are at, it was playable on Day 2.

furyofantaresyesterday at 11:51 PM

No it's not?

Stuff like "divide the work up" is something you do when doing it yourself. Making a GUI prototype isn't really much work at all in the age of LLMs, akin to drawing up a few ideas on a notepad. Using git for small steps is something lots of people do for their own work and rebase later. Using extensive logging is mostly just something you have in your AGENTS.md for all your projects and forget about, similarly getting it setup to make and look at screenshots.

What part of this is more work than doing it yourself?

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cvwrighttoday at 12:49 AM

It’s really not. For anything substantial, the things that you do to manage an LLM are the same things that you should be doing to manage a team of human devs, even if the team is just yourself.

Documentation. Comments. Writing a plan and/or a spec before you begin coding. Being smart with git commits and branches.