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	<title>Comments on: Shelve it</title>
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	<link>http://mysterycoconut.com/blog/2010/07/shelve-it/</link>
	<description>Where Game Development Hits the Fruit Stand</description>
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		<title>By: My iPhone game graveyard &#124; Bytesize Adventures</title>
		<link>http://mysterycoconut.com/blog/2010/07/shelve-it/#comment-74</link>
		<dc:creator>My iPhone game graveyard &#124; Bytesize Adventures</dc:creator>
		<pubDate>Sun, 25 Jul 2010 10:52:17 +0000</pubDate>
		<guid isPermaLink="false">http://mysterycoconut.com/?p=483#comment-74</guid>
		<description>[...] all started work on games only to abandon them part the way through. There can be many reasons for this but for me it&#8217;s usually because they just aren&#8217;t fun to play or were too [...]</description>
		<content:encoded><![CDATA[<p>[...] all started work on games only to abandon them part the way through. There can be many reasons for this but for me it&#8217;s usually because they just aren&#8217;t fun to play or were too [...]</p>
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		<title>By: Tightening the noose &#171; Retro Dreamer Blog</title>
		<link>http://mysterycoconut.com/blog/2010/07/shelve-it/#comment-68</link>
		<dc:creator>Tightening the noose &#171; Retro Dreamer Blog</dc:creator>
		<pubDate>Fri, 23 Jul 2010 23:07:36 +0000</pubDate>
		<guid isPermaLink="false">http://mysterycoconut.com/?p=483#comment-68</guid>
		<description>[...] I&#8217;m smart enough that it kills me to think about that on any commercial or practical level. But on a spiritual, creative level, I think I&#8217;m cool with it. And if I read stuff like this a particular way: The Top Idea in Your Mind, I can convince myself we&#8217;re on good ground. Like scrambling around for funding, thinking about the business side of our games becomes all consuming. It becomes the thing I think about in the shower, and the end result is usually to slow us down. If I could make game development the top idea in my mind for the rest of the year, and Craig could always keep our current project as the top idea in his mind, I think in the long run we&#8217;ll produce better games, which you&#8217;d hope would ultimately lead to us selling more games. When we get all maudlin and introspective we end up wanting to fill our shelves faster than Miguel. [...]</description>
		<content:encoded><![CDATA[<p>[...] I&#8217;m smart enough that it kills me to think about that on any commercial or practical level. But on a spiritual, creative level, I think I&#8217;m cool with it. And if I read stuff like this a particular way: The Top Idea in Your Mind, I can convince myself we&#8217;re on good ground. Like scrambling around for funding, thinking about the business side of our games becomes all consuming. It becomes the thing I think about in the shower, and the end result is usually to slow us down. If I could make game development the top idea in my mind for the rest of the year, and Craig could always keep our current project as the top idea in his mind, I think in the long run we&#8217;ll produce better games, which you&#8217;d hope would ultimately lead to us selling more games. When we get all maudlin and introspective we end up wanting to fill our shelves faster than Miguel. [...]</p>
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		<title>By: Miguel A. Friginal</title>
		<link>http://mysterycoconut.com/blog/2010/07/shelve-it/#comment-63</link>
		<dc:creator>Miguel A. Friginal</dc:creator>
		<pubDate>Thu, 22 Jul 2010 15:51:55 +0000</pubDate>
		<guid isPermaLink="false">http://mysterycoconut.com/?p=483#comment-63</guid>
		<description>@Mike I could not agree more. It may seem like I am advocating abandoning a project at the first bump; not at all! Maybe I should have made more clear that &quot;actually finishing something&quot; was the goal. But if thinking how cool your game is doesn&#039;t keep you going while doing the boring parts, then there is something else wrong with the project.</description>
		<content:encoded><![CDATA[<p>@Mike I could not agree more. It may seem like I am advocating abandoning a project at the first bump; not at all! Maybe I should have made more clear that &#8220;actually finishing something&#8221; was the goal. But if thinking how cool your game is doesn&#8217;t keep you going while doing the boring parts, then there is something else wrong with the project.</p>
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		<title>By: Mike Berg</title>
		<link>http://mysterycoconut.com/blog/2010/07/shelve-it/#comment-62</link>
		<dc:creator>Mike Berg</dc:creator>
		<pubDate>Thu, 22 Jul 2010 14:55:55 +0000</pubDate>
		<guid isPermaLink="false">http://mysterycoconut.com/?p=483#comment-62</guid>
		<description>Good post, in-our-face advice about something that&#039;s hard to do. I do have a comment about the &quot;once it&#039;s no longer fun, you should shelve it&quot; part... Any game project will come to a point where it&#039;s not fun any more; that final 5% -- bug squashing and polishing before release can be extremely frustrating and tedious. One of the biggest problems new indie devs have is never actually finishing a project, for this exact reason. A newer idea comes up that seems a heckuva lot more fun than buckling down and finishing the current project, etc etc. So yes, combine this with a +1 for Noel&#039;s comment about making sure your protoype is solid, pick a good game to work on, and make sure you finish it! :)</description>
		<content:encoded><![CDATA[<p>Good post, in-our-face advice about something that&#8217;s hard to do. I do have a comment about the &#8220;once it&#8217;s no longer fun, you should shelve it&#8221; part&#8230; Any game project will come to a point where it&#8217;s not fun any more; that final 5% &#8212; bug squashing and polishing before release can be extremely frustrating and tedious. One of the biggest problems new indie devs have is never actually finishing a project, for this exact reason. A newer idea comes up that seems a heckuva lot more fun than buckling down and finishing the current project, etc etc. So yes, combine this with a +1 for Noel&#8217;s comment about making sure your protoype is solid, pick a good game to work on, and make sure you finish it! :)</p>
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		<title>By: Miguel A. Friginal</title>
		<link>http://mysterycoconut.com/blog/2010/07/shelve-it/#comment-61</link>
		<dc:creator>Miguel A. Friginal</dc:creator>
		<pubDate>Thu, 22 Jul 2010 14:39:23 +0000</pubDate>
		<guid isPermaLink="false">http://mysterycoconut.com/?p=483#comment-61</guid>
		<description>@Erick You are not the first person to suggest this. But I still don&#039;t see how to do it on the iPhone without releasing all the source code and requiring people to compile their own binaries. For an ad-hoc binary download to work I would need to add anybody interested to the provisioning profile… not practical, especially since I can only have 100 people there</description>
		<content:encoded><![CDATA[<p>@Erick You are not the first person to suggest this. But I still don&#8217;t see how to do it on the iPhone without releasing all the source code and requiring people to compile their own binaries. For an ad-hoc binary download to work I would need to add anybody interested to the provisioning profile… not practical, especially since I can only have 100 people there</p>
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	<item>
		<title>By: Noel</title>
		<link>http://mysterycoconut.com/blog/2010/07/shelve-it/#comment-60</link>
		<dc:creator>Noel</dc:creator>
		<pubDate>Thu, 22 Jul 2010 13:51:37 +0000</pubDate>
		<guid isPermaLink="false">http://mysterycoconut.com/?p=483#comment-60</guid>
		<description>Great (and sad) post. The corollary to all of this is, make sure your prototype is short and razor sharp. If you&#039;re going to kill (shelve) a game, do it as soon as possible.

I should write a blog post on my prototyping process one of these days.</description>
		<content:encoded><![CDATA[<p>Great (and sad) post. The corollary to all of this is, make sure your prototype is short and razor sharp. If you&#8217;re going to kill (shelve) a game, do it as soon as possible.</p>
<p>I should write a blog post on my prototyping process one of these days.</p>
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		<title>By: Erick Garayblas</title>
		<link>http://mysterycoconut.com/blog/2010/07/shelve-it/#comment-59</link>
		<dc:creator>Erick Garayblas</dc:creator>
		<pubDate>Thu, 22 Jul 2010 12:08:02 +0000</pubDate>
		<guid isPermaLink="false">http://mysterycoconut.com/?p=483#comment-59</guid>
		<description>Nice article! Though I suggest if you already have a playable prototype that you&#039;ve worked on for weeks and decide to &quot;shelve it&quot;, you might as well release it for FREE. Somewhere, somehow, someone will still enjoy your prototype--other than you. :)</description>
		<content:encoded><![CDATA[<p>Nice article! Though I suggest if you already have a playable prototype that you&#8217;ve worked on for weeks and decide to &#8220;shelve it&#8221;, you might as well release it for FREE. Somewhere, somehow, someone will still enjoy your prototype&#8211;other than you. :)</p>
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		<title>By: BOb</title>
		<link>http://mysterycoconut.com/blog/2010/07/shelve-it/#comment-57</link>
		<dc:creator>BOb</dc:creator>
		<pubDate>Thu, 22 Jul 2010 08:21:04 +0000</pubDate>
		<guid isPermaLink="false">http://mysterycoconut.com/?p=483#comment-57</guid>
		<description>Very nice post, you&#039;re pretty good at this (ie. don&#039;t shelve your blog) :)</description>
		<content:encoded><![CDATA[<p>Very nice post, you&#8217;re pretty good at this (ie. don&#8217;t shelve your blog) :)</p>
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		<title>By: David McGraw</title>
		<link>http://mysterycoconut.com/blog/2010/07/shelve-it/#comment-55</link>
		<dc:creator>David McGraw</dc:creator>
		<pubDate>Thu, 22 Jul 2010 02:25:49 +0000</pubDate>
		<guid isPermaLink="false">http://mysterycoconut.com/?p=483#comment-55</guid>
		<description>Great stuff.  It&#039;s terribly easy to lose sight into what you originally wanted and turn it into something deserving (or not) of an academy award for gamedev. 

Keep it simple... and fun.</description>
		<content:encoded><![CDATA[<p>Great stuff.  It&#8217;s terribly easy to lose sight into what you originally wanted and turn it into something deserving (or not) of an academy award for gamedev. </p>
<p>Keep it simple&#8230; and fun.</p>
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