WHAT IS YOUR FAVORITE INANIMATE OBJECT?
COMPUTER
occasionally subtle

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Stranger Things
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YOU ARE THE REASON
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@hangul-lim-blog
WHAT IS YOUR FAVORITE INANIMATE OBJECT?
COMPUTER
1st talk: Just like playing with LEGO, he used wooden toys for (mostly) designing the concept and testing ideas. Also, getting new ideas from old toys sounds quite refreshing like I've never done that before.
2nd talk: About genre and creativity
3rd talk: a tool that is composed of 14 different rules to reduce CONFUSION, the creativity killer.
Metrics can rule you -- but should they? The Workshop Entertainment's new design director and Free Realms veteran Laralyn McWilliams explains how a pivotal moment in her life showed her that overreliance on analytics and friction in social games isn't the answer.
Read on page 3. Every bottom line is there.
MY Programming Principles
1. DO NOT WRITE CODE WHEN FEELING TIRED, BORED, or URGED!
Should this very first principle be damned, the rest below are
subject to be damned as well.
2. Avoid calling functions inside a function which has a specific task unless the sub-functions are related to accomplishing the main task. Otherwise, it's hard to expect what the function does and it defeats reusability.
bad1) setXP(){ set the xp and check condition to call levelUP() }
bad2) changeGender(){setCostume(),setAge(),setWhatever() ...}
ok) drawPyramid(){ drawTriangle(), drawSquare() }
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For more details on the higher concept of this principle, check;
http://java.dzone.com/articles/java-modularity-2-why
And remember how I made robots and played with LEGO.
3. Always put javadoc for most of functions; The best is to make a descriptive name for the function.
4. Whenever naming something, words that happen to be repeating should come first. For instance:
(x) AcceptPopup, WarningPopup, flashingText, floatingText
(o) PopupAccept, PopupWarning, textFlashing, textFloating
5. Try to make member variables private and set getter and setter functions. It's easier to track down who sets what and when, how or why when debugging.
6. Make one simple project which can be used as a playground, a sketchbook, a science lab, or an assembly line for testing a new feature, function, algorithm, graphics, component, performance, etc before actually putting into the main project.
7. KISS (Keep It Simple and Stupid); Don't try to make something which does everything.
8. Generic approach to a solution: meaning NO HARD CODING!!
9. To be continued...
Frequently reminding that making prototypes in the early stage of game development is one of the most important processes in game development is never too much. Almost all the games such as Braid, Jetpack Joyride, Pid, Super Meatboy, Cloudberry Kingdom, and more, were started from simple prototypes. And look at how this developer went though the same process for making their game.
"I believe that if you want to succeed, creative vision has to inform business policy and not the other way around; that's crucial for us" -Adam Badowski
A Brief Research on Data-Oriented Design
http://stackoverflow.com/questions/3425869/data-oriented-design-in-practice
http://research.scee.net/files/presentations/gcapaustralia09/Pitfalls_of_Object_Oriented_Programming_GCAP_09.pdf
http://www.slideshare.net/DICEStudio/introduction-to-data-oriented-design
http://research.scee.net/files/presentations/gcapaustralia09/Pitfalls_of_Object_Oriented_Programming_GCAP_09.pdf
https://plus.google.com/115950681746193428612/posts
http://www.youtube.com/watch?v=16ZF9XqkfRY
http://molecularmusings.wordpress.com/?s=Adventures+in+data-oriented+design&submit=Search
I found making prototypes with LEGO quite interesting and considerable. And again, simplicity is always important for these types of games.
A Brief Research on FarmVille and It's Success
- I briefly researched on FarmVille which has been as infamous for being another Zynga-ous game as it's been famous for its huge success. Still, there were some points worth considering in terms of the following perspectives:
<Development>
http://www.escapistmagazine.com/forums/read/7.179924-How-FarmVille-Was-Written-In-Five-Weeks
http://www.slideshare.net/amittmahajan/rapidly-building-farmville-how-we-built-and-scaled-a-1-facebook-game-in-5-weeks
<Analysis>
http://www.graphics.com/modules.php?name=Sections&op=viewarticle&artid=907
DICE(Design, Innovate, Communicate, Entertain) is a summit for developers mostly from game industry. Todd Howard gives a speech on design and development principles for their games.
1) Need to see a game as a whole.2) Documentation for design makes itself so authoritative that it may cut the communication among team members as they take the documentation as a thing to obey. Remember, the more communication, the more productive. 3) Giving rights instead of orders to team members produces more creative results. 4) A lead designer is to review the result, not to create contents in person. Also, a lead designer doesn't have to know everything but know someone who knows the answer.
Making a prototype in the early stage of game development is essential, as it helps developers and designers visually shape their ideas and make sure they are feasible. Watch the video for more information from the guy who made and successfully launched one of the most popular smart phone games, Jetpack Joyride.
“I can’t give you a sure-fire formula for success, but I can give you a formula for failure: try to please everybody all the time.” - Pulitzer Prize winner Herbert Swope.
http://www.indiegamemag.com/the-voice-of-indie-design-depth-and-difficulty-in-indie-games/#.UHjsw2_NCAk