Abstract
There is no such thing as an “easy” day in game development. At the start of the project, there’s the air of anticipation and the dream of an ambition in creating the greatest ever game as we plan, brainstorm, and work frantically to give our baby the best possible start we can in its digital life.
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Notes
- 1.
Even those of us that no longer crunch are consciously aware of taking shorter breaks near the end of the schedule, just because we want to.
- 2.
Almost all games are cross-platform to some extent.
- 3.
I added a similar feature in my own ZX Adventure for the Sinclair Vega!
- 4.
Such as sex and violence unsuitable for the age range claimed, as well as trademarked characters from other franchises.
- 5.
In Grand Prix Manager, most of the reserved drivers where named after the band members of whatever album I was listening to while writing it.
- 6.
Your testers, having played the game for months, should be able to activate the trigger on the first attempt. New players will take a little longer.
- 7.
My first PC game, released back in 1995, for Sierra/Impressions. Now largely forgotten.
- 8.
The cost varies, but it’s around $8BN, if you’re interested.
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- 10.
If you’ve ever wondered about the etymology of the terms, look at a burger before and after it’s cooked.
- 11.
If you have a server-side language in your armory, such as PHP or Ruby, then you can use this to dynamically switch code blocks in and out.
- 12.
The opposite of syntactic sugar; it performs the same thing, but makes it unpalatable.
- 13.
I experienced this first hand when architecting systems for Playfish back in 2009. It has a low risk, but high impact.
- 14.
For reasons for maintenance, as if you didn’t know!
- 15.
The correct names to be used in reference to the controllers, buttons, console, and other such ephemera. An incorrect name (even incorrect capitalization) is a failing offense.
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- 19.
A small file that lives in the root of the file server and appears on your favorites bar, often alongside the URL in the web browser.
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© 2016 Steven Goodwin
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Goodwin, S. (2016). Final Thoughts. In: Polished Game Development. Apress, Berkeley, CA. https://doi.org/10.1007/978-1-4842-2122-8_11
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DOI: https://doi.org/10.1007/978-1-4842-2122-8_11
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