[gameprogrammer] Re: Current game projects...

  • From: Chris Nystrom <cnystrom@xxxxxxxxx>
  • To: gameprogrammer@xxxxxxxxxxxxx
  • Date: Sat, 5 Mar 2005 08:07:15 -0600

On Tue, 1 Mar 2005 23:04:33 -0000, Adrian Brown <enliten@xxxxxxxxxxxxxx> wrote:
> I suppose the reason behind finishing the project is because most people can
> start a project, few can actually finish one.  90% of the work takes 10% of
> the time and few people can do that last 10% ;) 

I wonder if a good idea is in design to streamline what it would take
to "finish" a project.
Maybe you don''t need high score. Maybe you do not need sound. Maybe
you do not even need graphics. Whatever, determine what the essense of
the idea is, and complete that.
For a game, what is the absolute minimum requirement to be playable?
Goal #1 should be to get there.

Once you have that, then basically you have a finished product, that
you can then improve it. It is always more fun to tweak a working
product, than working on a big blob of nothing.

Also, once you have a working product, avoid tearing it apart as much
as possible, and when you do break it, make goal number 1 to get it
back into a working state as soon as possible.

I am not sure if the idea of "finished" even applies to software. It
seems like pretty much any software can be improved, extended, etc.
Perhaps better questions are does it work, ir it releasable, would
someone else enjoy this, would I die of embarassment if someone saw my
code, etc, depending on your motivation for coding.

Just some (maybe obvious) ideas,
Chris

-- 
Chris Nystrom <cnystrom@xxxxxxxxx>
http://www.newio.org/~ccn
AIM: nystromchris


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