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Hey thanks dude! I would say make systems as modular as they need to be. But it's fine if once in a while or out of the gate you take a system or two too far.

That's how we  learn! Sometimes we'll not make things modular enough and they break and they have strange internal logic that is a pain to work with, and we learn to spend a bit too much time. And at some point you're going to make a system you spend FOREVER on, make it perfect and allow it to work with other systems, and then you're going to find that you gotta take some of that functionality out and it was  a big waste of time.

But there are no wastes of time in gamedev, so long as you learn from it! Unless of course you're just checking things off a TODO list for some crappy corporate tittle that makes no sense and you'll have no control over the stupid decisions of the future.

The only way we're ever going to figure out better ways of doing things and better stratagies is to try these things. And never not do something just because you figure someone else wouldn't. Because we'll all try different things and who knows, maybe you stumble across some new practice that defines your style or helps you come up with workflows that work for you.

Because there is no right or wrong way to do things, there's only the best way you've found so far that works for you.

(+1)

Thanks for the advice!