- Had great (to me at least) idea.
- Fleshed out maybe a page worth of notes on it.
- Started coding so I could learn Cocoa Touch, Objective-C and XCode.
- Got some stuff working well, some stuff not working so well, and some stuff just plan not working.
- Got to a point where I needed to drop in a lot of artwork and then the project stalled.
- What purpose does it solve for the user?
- For games, how do I build a sense of community around the game?
- Rough sketches of the screen layout (this has helped me realize some of the layout ideas are bad and hence I am working that out on paper first instead of coding stuff that I then go and say, man that sucks, end up depressed at the lack of progress, and then the project stalls).
- How would I test this? How can I break this into manageable chunks that allow me to a) learn the APIs, b) unit test the code?
- Writing down features including a Narrative or Use Case for that feature. This has helped a ton to point out ideas that might need more thinking or maybe should just be dropped.
- Figuring out feature sets for releases. Once I have Narratives for a feature this helps me see which Narratives group together into a useful set of features for a release. Some of the features, though sounding cool, are also more difficult to develop and test, so I want to group those into future releases which I would implement if the initial application does well. No sense in trying to build a city if all people wanted was a rest-stop on the side of the highway.
- Allows me to keep track of ideas that might need more work but at least it is on paper so I can go back later and resurrect the idea if it has merit.
The work continues...the learning continues...the journey continues.
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