Is your Minecraft AOT game a project you're going to keep working on in the future?
Probably not. It just doesn't make sense to spend a tremendous amount of time on it.
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Probably not. It just doesn't make sense to spend a tremendous amount of time on it.
Probably not—it doesn’t make sense to invest a huge amount of time in it. In a good game, when a champion takes damage they should heal; when a champion titan dies, the player should be able to fall back to basic titans while respawning, and the Gail Run mission shouldn’t be impossible to finish. If I’m not actively working on the game anymore, you don’t need to worry about my feedback. Thanks, Wall‑E—I appreciate the nice haircut comment, but honestly that haircut sucks.
I believe it will eventually eliminate the need to build NAD (or Make.com) workflows from scratch, though the NAD tool itself will remain. It will further lower the technical barrier so you won’t need to know data structures, inputs, outputs, or looping logic. I don’t use it myself because dragging and dropping modules is still faster for me than having AI generate something I’d never build and then have to debug and maintain. My current leverage is sufficient, but I can see this being very valuable over the next year for people lacking technical or systems experience.
I basically operate off one big list. I dump all tasks into it, check them off as I go. I’m not super strict with project management, but I keep everything in one place, which keeps it simple.
The content in Maker School is definitely up‑to‑date. The program isn’t tied to any specific platform; it teaches how to use the current technology and adapt as tools evolve. I’ve kept the curriculum fresh, adding new material as the space changes, so you’ll learn timeless principles for building a business with today’s tools.