3 Tips to Streamline your Game Development Like the Pros
With more and more developers turning to flash games as a viable source of income, the way flash games are being made is starting to change. With multiple contracts and limited time frames, most professional flash developers have within their arsenal a secret bag of tricks for getting their games finished more efficiently. Today, I’m going to share some of them with you.

Streamline your Development
Work From the Ground Up
While it may be obvious, it’s a tip most flash developers will ignore. I know I’ve started quite a few games that never really got off the ground because I aimed my sights too high. Before you start going crazy developing awesome concept art and complex upgrade systems, code your game engine.
It’s really that simple. If your game engine is fun without all the upgrades and art, then you know you have an amazing game on your hand. If not, perhaps it’s back to the drawing board for some more tweaking.
Organize your Code
Although it may take some extra time while writing your code, organizing it will save you so much more time in the long run when you are searching through your code trying to find out why lever 38b wouldn’t close the hatch. Comment that code, name your variables with something memorable, and keep your code neat and tidy. You’ll thank yourself when you go back to it.
Reuse Code
Speaking of going back to code, get into the habit of reusing your actionscript. Build your game in pieces so that next time you have to create a game you can spend less time on the nuts and bolts of the game and more time focusing on what’s important: the gameplay. Create functions for common tasks such as character movement, enemy A.I. movement, firing objects, collision tests, and more.
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November 18th, 2009 at 2:14 pm
Does anyone know of any good flash game engines? I’ve been writing some simple games and I’ve been looking for a library I can use to build a good foundation and toolkit.
November 18th, 2009 at 2:20 pm
[...] This post was Twitted by retrogamer4ever [...]
November 18th, 2009 at 3:37 pm
A little while back I remember people talking about PushButtonEngine as a good one. Phil has been using it to create his game Stroidz. If you’re looking for actual game engines with code already in them, then check out my big list of game prototypes. Hopefully that helps you out some 3D Games.
November 23rd, 2009 at 6:34 am
Great post. I don’t know why, but I never reuse my code, even though I should..
Thanks
November 26th, 2009 at 4:21 pm
Interesting post, I’m just wondering, why isn’t the blog getting many posts anymore?
December 7th, 2009 at 3:59 am
I couldn’t agree more on code organization. It’s incredibly important that the code is organized and easy to read, otherwise future changes such as adding an API or fixing a bug can become incredibly cumbersome.
December 7th, 2009 at 4:00 am
Reusing code and maintaining a modular engine is incredibly important. We’re constantly finding new ways to program more modularity to allow further reusing of our code, definitely a time saver, nice post.
January 10th, 2010 at 1:14 pm
Nice post…whilst most of it seems obvious, I guess alot of it is something that you realise halfway through making a game. I realised this whilst making The Cell 3…I made the graphics and had a basic engine but added so much in such a short time that I ended up just having all my ideas cave in on me and made it almost un-managable for myself. Hence I’m not sure if that game will ever see thel ight of day now :(
~Chaz
February 5th, 2010 at 1:08 pm
Nice post. I must get round to organising all my reusable code snippets for my flash games. Been meaning to for ages.