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	<title>Comments on: Design Taught in Pitfalls #4: When do I Stop?</title>
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	<link>http://www.hardydev.com/2010/01/12/design-taught-in-pitfalls-4-when-do-i-stop/</link>
	<description>indie adventure games design, development &#38; appreciation</description>
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		<title>By: Igor Hardy</title>
		<link>http://www.hardydev.com/2010/01/12/design-taught-in-pitfalls-4-when-do-i-stop/comment-page-1/#comment-788</link>
		<dc:creator>Igor Hardy</dc:creator>
		<pubDate>Wed, 13 Jan 2010 13:36:56 +0000</pubDate>
		<guid isPermaLink="false">http://hardydev.com/?p=3834#comment-788</guid>
		<description>Seems like a very common issue among game developers. Personally, I keep experimenting and tinkering with the interface features of my game oblivious how much time this consumes.</description>
		<content:encoded><![CDATA[<p>Seems like a very common issue among game developers. Personally, I keep experimenting and tinkering with the interface features of my game oblivious how much time this consumes.</p>
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		<title>By: PsySal</title>
		<link>http://www.hardydev.com/2010/01/12/design-taught-in-pitfalls-4-when-do-i-stop/comment-page-1/#comment-782</link>
		<dc:creator>PsySal</dc:creator>
		<pubDate>Wed, 13 Jan 2010 06:31:54 +0000</pubDate>
		<guid isPermaLink="false">http://hardydev.com/?p=3834#comment-782</guid>
		<description>I have to say, this is excellent advice and something I need to take to heart. I &quot;ramble&quot; as a game designer. I think that you definitely need to let a game bloom or change as it goes along, but for me it&#039;s a chronic problem. I need to rein it in!</description>
		<content:encoded><![CDATA[<p>I have to say, this is excellent advice and something I need to take to heart. I &#8220;ramble&#8221; as a game designer. I think that you definitely need to let a game bloom or change as it goes along, but for me it&#8217;s a chronic problem. I need to rein it in!</p>
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		<title>By: Clarvalon</title>
		<link>http://www.hardydev.com/2010/01/12/design-taught-in-pitfalls-4-when-do-i-stop/comment-page-1/#comment-773</link>
		<dc:creator>Clarvalon</dc:creator>
		<pubDate>Tue, 12 Jan 2010 01:01:37 +0000</pubDate>
		<guid isPermaLink="false">http://hardydev.com/?p=3834#comment-773</guid>
		<description>Some really interesting points raised.  A lot of people on the AGS forums seem to talk about having worked on a game for months at a time only to throw it all out, either because the original goals were not achievable or due to constant redesigns.  Reminds me of an article about programming in general:

&quot;A 50%-good solution that people actually have solves more problems and survives longer than a 99% solution that nobody has because it’s in your lab where you’re endlessly polishing the damn thing. Shipping is a feature. A really important feature. Your product must have it&quot;.

(http://www.joelonsoftware.com/items/2009/09/23.html)</description>
		<content:encoded><![CDATA[<p>Some really interesting points raised.  A lot of people on the AGS forums seem to talk about having worked on a game for months at a time only to throw it all out, either because the original goals were not achievable or due to constant redesigns.  Reminds me of an article about programming in general:</p>
<p>&#8220;A 50%-good solution that people actually have solves more problems and survives longer than a 99% solution that nobody has because it’s in your lab where you’re endlessly polishing the damn thing. Shipping is a feature. A really important feature. Your product must have it&#8221;.</p>
<p>(<a href="http://www.joelonsoftware.com/items/2009/09/23.html" rel="nofollow">http://www.joelonsoftware.com/items/2009/09/23.html</a>)</p>
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