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	<title>Comments on: The illicit thrill of rapid prototyping</title>
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	<link>http://acornheroes.com/2009/07/the-illicit-thrill-of-rapid-prototyping/</link>
	<description>iPhone Development from the Ends of the Earth</description>
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		<title>By: Rapid Prototyping Rule #5 - Acorn Heroes</title>
		<link>http://acornheroes.com/2009/07/the-illicit-thrill-of-rapid-prototyping/#comment-440</link>
		<dc:creator>Rapid Prototyping Rule #5 - Acorn Heroes</dc:creator>
		<pubDate>Wed, 30 Sep 2009 20:44:28 +0000</pubDate>
		<guid isPermaLink="false">http://acornheroes.com/?p=199#comment-440</guid>
		<description>[...] your think-code-test cycle.  Save the efficient coding for production, right now is a time for rampant hedonism.    :Rapid [...]</description>
		<content:encoded><![CDATA[<p>[...] your think-code-test cycle.  Save the efficient coding for production, right now is a time for rampant hedonism.    :Rapid [...]</p>
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		<title>By: Risk Driven Development - Acorn Heroes</title>
		<link>http://acornheroes.com/2009/07/the-illicit-thrill-of-rapid-prototyping/#comment-166</link>
		<dc:creator>Risk Driven Development - Acorn Heroes</dc:creator>
		<pubDate>Thu, 06 Aug 2009 10:54:46 +0000</pubDate>
		<guid isPermaLink="false">http://acornheroes.com/?p=199#comment-166</guid>
		<description>[...] Rapid prototyping is a great way to prove your basic game design is sound. [...]</description>
		<content:encoded><![CDATA[<p>[...] Rapid prototyping is a great way to prove your basic game design is sound. [...]</p>
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		<title>By: George</title>
		<link>http://acornheroes.com/2009/07/the-illicit-thrill-of-rapid-prototyping/#comment-110</link>
		<dc:creator>George</dc:creator>
		<pubDate>Mon, 13 Jul 2009 21:47:21 +0000</pubDate>
		<guid isPermaLink="false">http://acornheroes.com/?p=199#comment-110</guid>
		<description>Noel - I agree that building the prototype helps avoid writing unnecessary &#039;real&#039; code.  It really is time well spent, even though it&#039;s designed from the outset to never see production.

Hi Elliot, thanks for the comment.  Obviously it&#039;s a case of choosing the right method of attack for a given problem.  I find that even my best ideas normally end up changed and improved after being given to other people for feedback - and that&#039;s why I try to prototype as fast as possible.  

And as Noel says, it&#039;s great fun.  The Global Game Jam (http://globalgamejam.org) was a great example of this - our team of about 12 people built 3 games in 48 hours - it was a blast.</description>
		<content:encoded><![CDATA[<p>Noel &#8211; I agree that building the prototype helps avoid writing unnecessary &#8216;real&#8217; code.  It really is time well spent, even though it&#8217;s designed from the outset to never see production.</p>
<p>Hi Elliot, thanks for the comment.  Obviously it&#8217;s a case of choosing the right method of attack for a given problem.  I find that even my best ideas normally end up changed and improved after being given to other people for feedback &#8211; and that&#8217;s why I try to prototype as fast as possible.  </p>
<p>And as Noel says, it&#8217;s great fun.  The Global Game Jam (<a href="http://globalgamejam.org" rel="nofollow">http://globalgamejam.org</a>) was a great example of this &#8211; our team of about 12 people built 3 games in 48 hours &#8211; it was a blast.</p>
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		<title>By: Noel</title>
		<link>http://acornheroes.com/2009/07/the-illicit-thrill-of-rapid-prototyping/#comment-109</link>
		<dc:creator>Noel</dc:creator>
		<pubDate>Mon, 13 Jul 2009 10:49:09 +0000</pubDate>
		<guid isPermaLink="false">http://acornheroes.com/?p=199#comment-109</guid>
		<description>Rapid prototyping is crucial to any good game (because you&#039;re going to make 10 prototypes before you find a good idea). I also love the thrill of programming really fast and getting lots of stuff done.

And frankly, I&#039;ve learned a lot from programming that way. It made me realize that a lot of the things I thought I needed in &quot;production&quot; code, I really don&#039;t. And if I do, I can always refactor them.

Have a blast! This is one of the most fun parts of the process!</description>
		<content:encoded><![CDATA[<p>Rapid prototyping is crucial to any good game (because you&#8217;re going to make 10 prototypes before you find a good idea). I also love the thrill of programming really fast and getting lots of stuff done.</p>
<p>And frankly, I&#8217;ve learned a lot from programming that way. It made me realize that a lot of the things I thought I needed in &#8220;production&#8221; code, I really don&#8217;t. And if I do, I can always refactor them.</p>
<p>Have a blast! This is one of the most fun parts of the process!</p>
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		<title>By: Elliot</title>
		<link>http://acornheroes.com/2009/07/the-illicit-thrill-of-rapid-prototyping/#comment-107</link>
		<dc:creator>Elliot</dc:creator>
		<pubDate>Mon, 13 Jul 2009 06:19:47 +0000</pubDate>
		<guid isPermaLink="false">http://acornheroes.com/?p=199#comment-107</guid>
		<description>I think I&#039;m pretty good at imagining a game in my head, and determining that way whether it would be fun. When I write code, I&#039;m usually somewhere in the middle; I&#039;m coding really fast, but not so fast that the code must all be thrown out before production. The code is usable, but it will need to be gone over at least one more time to make sure the hacks are ironed out. But much of the code does make it into the final version, so I can feel happy and productive all along.</description>
		<content:encoded><![CDATA[<p>I think I&#8217;m pretty good at imagining a game in my head, and determining that way whether it would be fun. When I write code, I&#8217;m usually somewhere in the middle; I&#8217;m coding really fast, but not so fast that the code must all be thrown out before production. The code is usable, but it will need to be gone over at least one more time to make sure the hacks are ironed out. But much of the code does make it into the final version, so I can feel happy and productive all along.</p>
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