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	<title>Comments on: How To Create Games Incredibly Fast</title>
	<atom:link href="http://www.gameproducer.net/2007/01/05/how-to-create-games-incredibly-fast/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.gameproducer.net/2007/01/05/how-to-create-games-incredibly-fast/</link>
	<description>I&#039;m baking games. Indie style.</description>
	<lastBuildDate>Wed, 08 Feb 2012 19:05:55 +0000</lastBuildDate>
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		<title>By: pontus</title>
		<link>http://www.gameproducer.net/2007/01/05/how-to-create-games-incredibly-fast/comment-page-1/#comment-134750</link>
		<dc:creator>pontus</dc:creator>
		<pubDate>Tue, 19 May 2009 08:26:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2007/01/05/how-to-create-games-incredibly-fast/#comment-134750</guid>
		<description>hello how to create a game</description>
		<content:encoded><![CDATA[<p>hello how to create a game</p>
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	<item>
		<title>By: Jetro Lauha</title>
		<link>http://www.gameproducer.net/2007/01/05/how-to-create-games-incredibly-fast/comment-page-1/#comment-31285</link>
		<dc:creator>Jetro Lauha</dc:creator>
		<pubDate>Mon, 08 Jan 2007 08:52:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2007/01/05/how-to-create-games-incredibly-fast/#comment-31285</guid>
		<description>For some prototyping stuff (both gameplay prototypes and algorithmic prototyping) I have found it very effective to use simple environments such as Ken Silverman&#039;s &lt;a href=&quot;http://advsys.net/ken/download.htm&quot; rel=&quot;nofollow&quot;&gt;EVALDRAW&lt;/a&gt; and the &lt;a href=&quot;http://processing.org/&quot; rel=&quot;nofollow&quot;&gt;Processing&lt;/a&gt;. They offer basically a tight framework/IDE/compiler for trying things rapidly and you can view results instantly (especially with evaldraw as it compiles the code while you write, on every keystroke).</description>
		<content:encoded><![CDATA[<p>For some prototyping stuff (both gameplay prototypes and algorithmic prototyping) I have found it very effective to use simple environments such as Ken Silverman&#8217;s <a href="http://advsys.net/ken/download.htm" rel="nofollow">EVALDRAW</a> and the <a href="http://processing.org/" rel="nofollow">Processing</a>. They offer basically a tight framework/IDE/compiler for trying things rapidly and you can view results instantly (especially with evaldraw as it compiles the code while you write, on every keystroke).</p>
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	<item>
		<title>By: rascunho&#160;&#187; SeÃ§Ã£o de dados do blog &#187; links for 2007-01-06</title>
		<link>http://www.gameproducer.net/2007/01/05/how-to-create-games-incredibly-fast/comment-page-1/#comment-30855</link>
		<dc:creator>rascunho&#160;&#187; SeÃ§Ã£o de dados do blog &#187; links for 2007-01-06</dc:creator>
		<pubDate>Sat, 06 Jan 2007 20:19:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2007/01/05/how-to-create-games-incredibly-fast/#comment-30855</guid>
		<description>[...] GameProducer.Net Â» Archive Â» How To Create Games Incredibly Fast (tags: www.gameproducer.net 2007 RAD prototipaÃ§Ã£o protÃ³tipo games blog_post) [...]</description>
		<content:encoded><![CDATA[<p>[...] GameProducer.Net Â» Archive Â» How To Create Games Incredibly Fast (tags: <a href="http://www.gameproducer.net" rel="nofollow">http://www.gameproducer.net</a> 2007 RAD prototipaÃ§Ã£o protÃ³tipo games blog_post) [...]</p>
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		<title>By: Petri Purho</title>
		<link>http://www.gameproducer.net/2007/01/05/how-to-create-games-incredibly-fast/comment-page-1/#comment-30792</link>
		<dc:creator>Petri Purho</dc:creator>
		<pubDate>Sat, 06 Jan 2007 00:59:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2007/01/05/how-to-create-games-incredibly-fast/#comment-30792</guid>
		<description>First of all thanks Juuso for linking to a blog post of mine :)

The real secret of learning to program games really fast is: First learn to program very well. After you have learned all the good practices your ready to begin fast prototyping. All you have to do is program away WITHOUT following any of the good programming practices.</description>
		<content:encoded><![CDATA[<p>First of all thanks Juuso for linking to a blog post of mine :)</p>
<p>The real secret of learning to program games really fast is: First learn to program very well. After you have learned all the good practices your ready to begin fast prototyping. All you have to do is program away WITHOUT following any of the good programming practices.</p>
]]></content:encoded>
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	<item>
		<title>By: randomnine</title>
		<link>http://www.gameproducer.net/2007/01/05/how-to-create-games-incredibly-fast/comment-page-1/#comment-30785</link>
		<dc:creator>randomnine</dc:creator>
		<pubDate>Sat, 06 Jan 2007 00:38:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2007/01/05/how-to-create-games-incredibly-fast/#comment-30785</guid>
		<description>Don&#039;t forget the fastest way to prototype a game there ever was: paper.

More specifically, a bunch of card, a pen and some scissors or a guillotine. Stash some dice and some counters around and you can test anything that doesn&#039;t depend on reflexes or absurdly complex math by breaking it down to a turn-based system and maybe simplifying a few things. Hell - you could fully test many of the ideas in The Sims in an afternoon by typing out a rule sheet and a stats sheet and drawing up a thick bunch of item cards, then playing with one player and a gamesmaster of sorts. It&#039;d take weeks to put together an electronic prototype.

It doesn&#039;t work for everything, of course. The right kind of game, though - possibly with a little interpretation - and you can have your one-hour prototype.</description>
		<content:encoded><![CDATA[<p>Don&#8217;t forget the fastest way to prototype a game there ever was: paper.</p>
<p>More specifically, a bunch of card, a pen and some scissors or a guillotine. Stash some dice and some counters around and you can test anything that doesn&#8217;t depend on reflexes or absurdly complex math by breaking it down to a turn-based system and maybe simplifying a few things. Hell &#8211; you could fully test many of the ideas in The Sims in an afternoon by typing out a rule sheet and a stats sheet and drawing up a thick bunch of item cards, then playing with one player and a gamesmaster of sorts. It&#8217;d take weeks to put together an electronic prototype.</p>
<p>It doesn&#8217;t work for everything, of course. The right kind of game, though &#8211; possibly with a little interpretation &#8211; and you can have your one-hour prototype.</p>
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