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Gamification with Unity 5.x

You're reading from  Gamification with Unity 5.x

Product type Book
Published in Nov 2016
Publisher Packt
ISBN-13 9781786463487
Pages 328 pages
Edition 1st Edition
Languages
Concepts

Table of Contents (16) Chapters

Gamification with Unity 5.x
Credits
About the Author
About the Reviewer
www.PacktPub.com
Preface
1. The Anatomy of Games 2. Who or What Am I? Understanding the Player 3. An Engaged Player is a Happy Player 4. Organized Chaos - Getting Ideas Out of Your Head and on to Paper 5. Sculpting the Conceptual Beast 6. Breathing Life into Your First Creation - Creating and Importing Assets for Your Application 7. Get Your Motor Running 8. Break, Destroy, and Rebuild - the Art of Playtesting and Iteration 9. Graduating Your Project to Completion 10. Being the Best That You Can Be!

Iteration


After we have done all the playtesting, is time to plan another development cycle. In fact, the work of tuning your application doesn't stop after the first tests. On the contrary, it goes through different iterations many times.

The iteration cycle

The cycle starts with the planning stage, which includes brainstorming, organizing the work (as we have seen, for instance, in Scrum), and so on. In the next phase, development, we actually create the application, as we did in the last chapter. Then, there is the playtesting, which we have seen in this chapter. In the latter stage, we tune and tweak values, as well as fix bugs in our application.

Afterwards, we iterate the whole cycle again, by entering the planning stage again. Here, we need to plan the next iteration, what should be left, what should be done better, and what to remove. All these decisions should be based on what we have collected in the playtesting stage. The cycle is well represented in the following figure as a spiral...

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