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WillWill

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14th October, 2010 at 12:02:37 -

http://makegames.tumblr.com/post/1136623767/finishing-a-game

I like it a lot.

 
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14th October, 2010 at 13:30:18 -

Yeah, me too! It brings up some really good points, especially for those of us with huge beastly projects, like me and FableQuest.

Also, I think this is something that all members of the DC Community Project should seriously read over, since the team is so large.

 

Muz



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14th October, 2010 at 20:52:44 -

It's overall a great article. I'd disagree with some points, but then again, I don't finish games

I'd say that 90% of the work is in the first 10%, though. Hardest to create something when you have nothing to start it off from, but after you get some momentum, it's a lot easier. But if you don't have a good plan, you're going to be spending a lot of time fine-tuning it.

 
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WillWill

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15th October, 2010 at 01:48:00 -

I personally think that if you got this cool engine in your head, it's easy to just whip it out and make it.. After that you have all the boring bits like fixing inevitable glitches.

 
http://www.morphboy.newgrounds.com/
^ Free tunes, as long as you contact me.

Strife

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VIP MemberGOTW AWARD! -Astro Dude - part 1 GOTM JULY - 2009 - 3RD PLACE!It's-a me, Mario!Has Donated, Thank You!I donated an open source project
16th October, 2010 at 15:06:35 -

From personal experience, I'd agree with Will. My FableQuest project kicked up pretty nicely in the beginning, but once I got far enough along for playtesting, fixing bugs and other glitches took up the vast majority of my time. ;

That's not to say that starting the game in the first place isn't tough as well - it really can be if you're tight on workable ideas.

 
   

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