I intend the close of import signal he makes is for the independent developer to stimulate got a "Ready, Fire, Aim!" approach to development. Simply put, don't over-plan, over-design, or over-engineer. It's slow to larn caught upwards inwards the blueprint of the game engine, the layout of the footing system, as well as infinitesimal details. But getting bogged downwards inwards the blueprint stage ("Ready, Aim, Aim, Aim..." every bit Niklas puts it) tin last a major inhibitor to getting the task done.
I've besides seen it mentioned inwards a duo dissimilar articles that getting the graphics nailed at the beginning, giving your early on prototypes a polished await earlier working on gameplay mechanics, tin last a big motivator to larn out along working on your game. Food for thought.
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