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 --------------------- To unsubscribe go to http://gameprogrammer.com/mailinglist.html