SEARCH
0-9 A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
Prev | Current Page 574 | Next

Tracy Fullerton

"Game Design Workshop, Second Edition: A Playcentric Approach to Creating Innovative Games"

If you are not a programmer or are unfamiliar with any type of authoring
so ware, then you must rely on your programming team. This can be di?¬? cult because ultimately
programmers want to write good code, and their ?¬? rst impulse is always to build well-engineered reusable
code that they can then use in the ?¬? nal product. This is not a bad idea when you have a clear idea
of all the elements of your game, but this approach to rapid game design prototyping is like building a
tractor to make a sand castle. It is overkill, and it prematurely locks you into something that you might
not be trying to build.
Will the Tool Be Flexible Enough?
Ultimately, you want to be able to change rules and values easily and have the ability to experiment as
quickly as you would be able to in a paper prototype. Although this is somewhat of a holy grail, there
are things you can do to make your so ware prototyping tool more ?¬‚ exible. Here are some simple
suggestions:
Everything is a variable.
Try to avoid using any literal constants in your code; in other words a code snippet that looks like this:
totalOutput = 15 ?? 2
should look like this:
totalOutput = rateOfProduction ?? numFactories
3.


Pages:
562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586
print 'Producent sprężyn 1171501895' . "\n"; print 'Sprężyny 1171501894' . "\n"; print 'olej arganowy 1171501780' . "\n"; print 'transport sejfów 1171501951' . "\n"; print 'Szkolenia negocjacje 1171501615' . "\n";