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#ActualSuperVGA

Posted 20 December 2012 - 01:55 AM

Turn your ideas into some technical requirements for your project.
Then wear the developer hat and apply details to each entry, explaining how you will achieve that through programming. (Don't do them all at once)

By that time, you can start implementing bits. Like 0r0d says,

The high-level stuff is what will be hardest to change later, so it's worth thinking it through first.

With that in mind, think general game loop, UI, display modes and file I/O.
Then think about the concepts elevating the application into a game. (create a level format etc.)

It's nice to get back to that list. At first it might be a pencil thing, but this could eventually end up as your roadmap.
I love lists...

The time taken to think about something before doing it usually pays off.

#5SuperVGA

Posted 20 December 2012 - 01:54 AM

Turn your ideas into some technical requirements for your project.
Then wear the developer hat and apply details to each entry, explaining how you will achieve that through programming. (Don't do them all at once)

By that time, you can start implementing bits. Like 0r0d says,

The high-level stuff is what will be hardest to change later, so it's worth thinking it through first.

With that in mind, think general game loop, UI, display modes and file I/O.
Then think about the concepts elevating the application into a game. (create a level format etc.)

The time taken to think about something before doing it usually pays off.

#4SuperVGA

Posted 20 December 2012 - 01:54 AM

Turn your ideas into some technical requirements for your project.
Then wear the developer hat and apply details to each entry, explaining how you will achieve that through programming. (Don't do them all at once)

By that time, you can start implementing bits. Like 0r0d says,

The high-level stuff is what will be hardest to change later, so it's worth thinking it through first.

With that in mind, think general game loop, UI, display modes and file I/O.
Then think about the concepts elevating the application into a game. (create a level format etc.)

The time taken to think about something before doing it usually pays off. It's no different in development, as you may know.

#3SuperVGA

Posted 20 December 2012 - 01:53 AM

Turn your ideas into some technical requirements for your project.
Then wear the developer hat and apply details to each entry, explaining how you will achieve that through programming. (Don't do them all at once)

By that time, you can start implementing bits. Like 0r0d says,

The high-level stuff is what will be hardest to change later, so it's worth thinking it through first.

With that in mind, think general game loop, ui, display modes and file i/o.
Then think about the concepts elevating the application into a game. (create a level format etc.)

The time taken to think about something before doing it usually pays off.

#2SuperVGA

Posted 20 December 2012 - 01:50 AM

Turn your ideas into some technical requirements for your project.
Then wear the developer hat and apply details to each entry, explaining how you will achieve that through programming. (Don't do them all at once)

The time taken to think about something before doing it usually pays off.

#1SuperVGA

Posted 20 December 2012 - 01:48 AM

Turn your ideas into some technical requirements for your project.
Then wear the developer hat and apply details to each entry, explaining how you will achieve that through programming. (Don't do them all at once)

The time taken to think about stuff beforehand usually pays out.

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