Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Gamification with Unity 5.x

You're reading from   Gamification with Unity 5.x Build exhilarating gaming experiences using a wide range of game elements in Unity 5.x

Arrow left icon
Product type Paperback
Published in Nov 2016
Publisher Packt
ISBN-13 9781786463487
Length 328 pages
Edition 1st Edition
Languages
Tools
Concepts
Arrow right icon
Author (1):
Arrow left icon
Lauren S. Ferro Lauren S. Ferro
Author Profile Icon Lauren S. Ferro
Lauren S. Ferro
Arrow right icon
View More author details
Toc

Table of Contents (11) Chapters Close

Preface 1. The Anatomy of Games 2. Who or What Am I? Understanding the Player FREE CHAPTER 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...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image