Book Image

Mastering Cocos2d Game Development

By : Alex Ogorek
Book Image

Mastering Cocos2d Game Development

By: Alex Ogorek

Overview of this book

Table of Contents (15 chapters)
Mastering Cocos2d Game Development
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Summary


A prototype for the game, as shown in this chapter, can be done relatively quickly (not that many pages compared to how much content was put in). If you have a large-scale game (which is almost certainly the case), now would be the best time to go about creating the other scenes, adding buttons that link the scenes together, creating the characters in the game, and even adding some baseline code for the core of the game.

In general, the way to prototype quickly and iterate more often is to get the simplest parts that draw a wireframe of the project first so that the people holding the prototype can fill the gaps with their imagination (or if you hand them a near-complete project, they won't have to fill any gaps). It's like drawing a person on a piece of paper. First, you draw a rough version of their body position, then fill in a bit of the muscle and fat, and finally draw the details such as fingers, clothes, facial expressions, and so on.

In the next chapter, we'll cover in depth...