Wrap-Up
The MVP targets and stretch goals closely align with chapters in this book. That’s deliberate: the chapter sections serve as sprints. The sprints are designed to be achievable in one or two sessions, and to show your progress with each section. This is important to your design so that you aren’t left plodding through many sessions of development in the hopes that your final product will be fun.
A typical game development experience is that you’ll read this chapter and appendix, nod sagely, and then dive into making something anyway. That’s OK—we’ve all done it. As you gain experience, you can hammer out prototype games quickly with minimal planning. As you gain experience—and your ambitions grow—you’ll realize the benefits of a bit of ...
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