2 ms·
Limiting the scope of your idea helps a lot with execution. Kenta Cho blows me away with the crazy number of games he releases. He releases a new one every few
by jamesgeck0 15y ago
Limiting the scope of your idea helps a lot with execution. Kenta Cho blows me away with the crazy number of games he releases. He releases a new one every few days! [1] But if you look at his source code, it's very short and about 90% of it is reused each time.
1. http://wonderfl.net/user/ABA/codes http://wonderfl.net/user/ABA/codes
The tower building game mechanic in World of Goo was the result of a similar rapid-prototyping exercise. Braid started out as a quick prototype, too. Having lots of ideas isn't bad; you just need a way to spew things into a playable state quickly so you can filter out the chaff.
- CJefferson 15y agoThis talk by Jonathan Blow (author of Braid) has totally changed how I think about writing games, and certainly since I listened to it I've got much closer to finishing any of my personal projects than I have in years, hopefully will release something soon (I believe that games are one of the few areas where 'release quick, release often' is a bad idea, although I seem to be getting proved wrong by minecraft). http://the-witness.net/news/2011/06/how-to-program-independent-games/ http://the-witness.net/news/2011/06/how-to-program-independe...
- glimcat 15y agoMinecraft is one of those games which is, first and foremost, a bucket of legos.