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Real-World Flash Game Development by Chris Simpson, Christopher Griffith

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3A PLAN IS WORTH A THOUSAND ASPIRIN

I’ve built a lot of games in Flash over the years. Some have taken less than a week, and some have stretched on for several months. Whether they had huge budgets or practically no budget at all, one common thread has come back over and over again: The projects that were well planned out and clearly defined went smoothly, and those that were not didn’t. Planning a game thoroughly can feel like a tedious step, but it’s much easier to change your mind or predict problems on paper than it is in the heat of development. How exactly you go about documenting and outlining your game is a matter of personal preference and a measure of just how anal retentive you’re willing to be. Here are some strategies that work for ...

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