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	<title>Comments on: Agile Individuals?</title>
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	<link>http://gbgames.com/blog/2006/06/agile-individuals/</link>
	<description>An Indie Game Developer's somewhat interesting thoughts</description>
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		<title>By: &#38;nbsp Learning How to Unit Test &#187; GBGames - Thoughts on Indie Game Development</title>
		<link>http://gbgames.com/blog/2006/06/agile-individuals/comment-page-1/#comment-58100</link>
		<dc:creator>&#38;nbsp Learning How to Unit Test &#187; GBGames - Thoughts on Indie Game Development</dc:creator>
		<pubDate>Thu, 09 Jul 2009 13:00:46 +0000</pubDate>
		<guid isPermaLink="false">http://gbgames.com/blog/?p=427#comment-58100</guid>
		<description>[...] first wrote about Agile development as a lone indie years ago. I got some good comments, but it still felt like I lacked any real insight into how to [...]</description>
		<content:encoded><![CDATA[<p>[...] first wrote about Agile development as a lone indie years ago. I got some good comments, but it still felt like I lacked any real insight into how to [...]</p>
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		<title>By: &#38;nbsp Test-Driven Game Development &#187; GBGames - Thoughts on Indie Game Development</title>
		<link>http://gbgames.com/blog/2006/06/agile-individuals/comment-page-1/#comment-57248</link>
		<dc:creator>&#38;nbsp Test-Driven Game Development &#187; GBGames - Thoughts on Indie Game Development</dc:creator>
		<pubDate>Thu, 31 Jul 2008 08:00:47 +0000</pubDate>
		<guid isPermaLink="false">http://gbgames.com/blog/?p=427#comment-57248</guid>
		<description>[...] sounded cool, but without paired programming, what is a lone indie to do? I had written about Agile individuals years ago, but I lost interest in finding the [...]</description>
		<content:encoded><![CDATA[<p>[...] sounded cool, but without paired programming, what is a lone indie to do? I had written about Agile individuals years ago, but I lost interest in finding the [...]</p>
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		<title>By: GBGames</title>
		<link>http://gbgames.com/blog/2006/06/agile-individuals/comment-page-1/#comment-26130</link>
		<dc:creator>GBGames</dc:creator>
		<pubDate>Sat, 01 Jul 2006 04:53:09 +0000</pubDate>
		<guid isPermaLink="false">http://gbgames.com/blog/?p=427#comment-26130</guid>
		<description>Thank you all for your feedback.  Test-driven development will likely be a big help, especially early on when things might change and I want to make sure that nothing else gets broken.

It will also help with shorter iterations.  Satisfying a test is a lot more focused than adding one more piece of functionality to my entire game.   

I have a few things to think about while I am out of town.</description>
		<content:encoded><![CDATA[<p>Thank you all for your feedback.  Test-driven development will likely be a big help, especially early on when things might change and I want to make sure that nothing else gets broken.</p>
<p>It will also help with shorter iterations.  Satisfying a test is a lot more focused than adding one more piece of functionality to my entire game.   </p>
<p>I have a few things to think about while I am out of town.</p>
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		<title>By: Jay Barnson</title>
		<link>http://gbgames.com/blog/2006/06/agile-individuals/comment-page-1/#comment-26127</link>
		<dc:creator>Jay Barnson</dc:creator>
		<pubDate>Fri, 30 Jun 2006 17:52:07 +0000</pubDate>
		<guid isPermaLink="false">http://gbgames.com/blog/?p=427#comment-26127</guid>
		<description>There&#039;s a number of things you can borrow from agile development to use as a lone developer

* Test-Driven Development
* Short Iterations
* Develop quickly and refactor

And there are some parts the lone developer working on his OWN project already has going for him that&#039;s part of some agile methodologies:

* You ARE your own customer, so you can get rapid feedback from yourself :)
* Undoubtably continuous integration is already taking place.</description>
		<content:encoded><![CDATA[<p>There&#8217;s a number of things you can borrow from agile development to use as a lone developer</p>
<p>* Test-Driven Development<br />
* Short Iterations<br />
* Develop quickly and refactor</p>
<p>And there are some parts the lone developer working on his OWN project already has going for him that&#8217;s part of some agile methodologies:</p>
<p>* You ARE your own customer, so you can get rapid feedback from yourself <img src='http://gbgames.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /><br />
* Undoubtably continuous integration is already taking place.</p>
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		<title>By: Neil</title>
		<link>http://gbgames.com/blog/2006/06/agile-individuals/comment-page-1/#comment-26126</link>
		<dc:creator>Neil</dc:creator>
		<pubDate>Fri, 30 Jun 2006 16:09:16 +0000</pubDate>
		<guid isPermaLink="false">http://gbgames.com/blog/?p=427#comment-26126</guid>
		<description>Motivation and discipline are the biggest challenges for a solo developer, for me anyway.  I don&#039;t know of any coding methods to make a single programmer produce code faster...  How many ways can you manage one cycle of work at a time?

To keep my project moving, I spend some time identifying tasks on a large scale and small scale.  I use Backpack to create and organize todo lists.  I also use Basecamp since I work with one other person who isn&#039;t a coder, but will be doing content and high-level design.  These are very easy to use tools that take no time to set up and use.  When starting work on my project, I browse my todo lists, pick a task that can be accomplished in the time I have, and do it.  Very light-weight project management tools help me stay focused.

Also, carefully choosing languages, file formats and 3rd party libraries can help.  Can you use Python instead of C++?  XML data files or binary files?  Are there open source libraries that implement functionality that you need?  What code can you avoid writing and testing yourself?  I&#039;m a big fan of the 3rd party libraries!</description>
		<content:encoded><![CDATA[<p>Motivation and discipline are the biggest challenges for a solo developer, for me anyway.  I don&#8217;t know of any coding methods to make a single programmer produce code faster&#8230;  How many ways can you manage one cycle of work at a time?</p>
<p>To keep my project moving, I spend some time identifying tasks on a large scale and small scale.  I use Backpack to create and organize todo lists.  I also use Basecamp since I work with one other person who isn&#8217;t a coder, but will be doing content and high-level design.  These are very easy to use tools that take no time to set up and use.  When starting work on my project, I browse my todo lists, pick a task that can be accomplished in the time I have, and do it.  Very light-weight project management tools help me stay focused.</p>
<p>Also, carefully choosing languages, file formats and 3rd party libraries can help.  Can you use Python instead of C++?  XML data files or binary files?  Are there open source libraries that implement functionality that you need?  What code can you avoid writing and testing yourself?  I&#8217;m a big fan of the 3rd party libraries!</p>
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		<title>By: Craig</title>
		<link>http://gbgames.com/blog/2006/06/agile-individuals/comment-page-1/#comment-26124</link>
		<dc:creator>Craig</dc:creator>
		<pubDate>Fri, 30 Jun 2006 15:03:30 +0000</pubDate>
		<guid isPermaLink="false">http://gbgames.com/blog/?p=427#comment-26124</guid>
		<description>It&#039;s damn hard to produce alone. Not because it&#039;s difficult, but because it&#039;s isolated. There&#039;s nobody to poke you, nobody to give instant feedback, and nobody to impress.

I use Torque 2D (now Torque Game Builder), and I can generally make a prototype in a few hours, depending on the complexity of the game. So it&#039;s certainly not the time it takes that slows me down. I don&#039;t think there needs to be better software for individuals: this stuff works fine.</description>
		<content:encoded><![CDATA[<p>It&#8217;s damn hard to produce alone. Not because it&#8217;s difficult, but because it&#8217;s isolated. There&#8217;s nobody to poke you, nobody to give instant feedback, and nobody to impress.</p>
<p>I use Torque 2D (now Torque Game Builder), and I can generally make a prototype in a few hours, depending on the complexity of the game. So it&#8217;s certainly not the time it takes that slows me down. I don&#8217;t think there needs to be better software for individuals: this stuff works fine.</p>
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		<title>By: Cynical Stuff &#187; Blog Archive &#187; Rapid Iterations, Scrum and Individual Methodology</title>
		<link>http://gbgames.com/blog/2006/06/agile-individuals/comment-page-1/#comment-26122</link>
		<dc:creator>Cynical Stuff &#187; Blog Archive &#187; Rapid Iterations, Scrum and Individual Methodology</dc:creator>
		<pubDate>Fri, 30 Jun 2006 11:27:20 +0000</pubDate>
		<guid isPermaLink="false">http://gbgames.com/blog/?p=427#comment-26122</guid>
		<description>[...] An interesting question was posed in a blog entryÂ which also comments on the article above: are there software development methodologies that are applicable for individuals? At first glance I agree that there aren&#8217;t manyÂ thatÂ apply directlyÂ -Â development methods mostlyÂ concentrate on using resources optimally, and that is never really an issue for a one-person project. After all, a single person rarelyÂ finds himself waiting for himself to get done with that bloody document, or for himself to finish coding that damn module that&#8217;s needed for the next part. But one thing doesÂ spring to mind: rapid iterations! [...]</description>
		<content:encoded><![CDATA[<p>[...] An interesting question was posed in a blog entryÂ which also comments on the article above: are there software development methodologies that are applicable for individuals? At first glance I agree that there aren&#8217;t manyÂ thatÂ apply directlyÂ -Â development methods mostlyÂ concentrate on using resources optimally, and that is never really an issue for a one-person project. After all, a single person rarelyÂ finds himself waiting for himself to get done with that bloody document, or for himself to finish coding that damn module that&#8217;s needed for the next part. But one thing doesÂ spring to mind: rapid iterations! [...]</p>
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		<title>By: William Willing</title>
		<link>http://gbgames.com/blog/2006/06/agile-individuals/comment-page-1/#comment-26119</link>
		<dc:creator>William Willing</dc:creator>
		<pubDate>Fri, 30 Jun 2006 08:56:51 +0000</pubDate>
		<guid isPermaLink="false">http://gbgames.com/blog/?p=427#comment-26119</guid>
		<description>The first time I learned of Extreme Programming was when I was running a software company together with a friend. He introduced me to it and suggested we adopt some of the practices. As you say, pair programming is obviously out, even when you are with two, but there&#039;s quite some other stuff that proved useful. On the technical side, we adopted unit testing. On the business side, we experimented with iterative design and development. Both proved useful. Today I&#039;m a lone wolf again, but I still use much of the same practices I did when we were together. (Although I rarely use unit testing for game development.)

In other words, even though most methodologies won&#039;t work for you without change, you can always adopt the parts that do and create a methodology of your own. In fact, I don&#039;t think it works differently when you&#039;re working in a team. I suspect it&#039;s rare that a team can use a methodology without changing it to fit their situation. Extreme Programming even explicitly states: if a part of the methodology doesn&#039;t work for you, change it.

Extreme programming - and probably other agile methods, too - has more to offer a lone developer than most other methods, because it is intended for smaller development teams to begin with.

One of the great things about being a lone developer is that you have a lot of flexibility. Large development methodologies like SDM, Prince II and - to a lesser extent - Unified Modeling all have a degree of bureaucracy because they need to deal with communication lines within the development team. For some of them, that&#039;s the main problem to solve. As a lone developer, you don&#039;t have that problem at all.</description>
		<content:encoded><![CDATA[<p>The first time I learned of Extreme Programming was when I was running a software company together with a friend. He introduced me to it and suggested we adopt some of the practices. As you say, pair programming is obviously out, even when you are with two, but there&#8217;s quite some other stuff that proved useful. On the technical side, we adopted unit testing. On the business side, we experimented with iterative design and development. Both proved useful. Today I&#8217;m a lone wolf again, but I still use much of the same practices I did when we were together. (Although I rarely use unit testing for game development.)</p>
<p>In other words, even though most methodologies won&#8217;t work for you without change, you can always adopt the parts that do and create a methodology of your own. In fact, I don&#8217;t think it works differently when you&#8217;re working in a team. I suspect it&#8217;s rare that a team can use a methodology without changing it to fit their situation. Extreme Programming even explicitly states: if a part of the methodology doesn&#8217;t work for you, change it.</p>
<p>Extreme programming &#8211; and probably other agile methods, too &#8211; has more to offer a lone developer than most other methods, because it is intended for smaller development teams to begin with.</p>
<p>One of the great things about being a lone developer is that you have a lot of flexibility. Large development methodologies like SDM, Prince II and &#8211; to a lesser extent &#8211; Unified Modeling all have a degree of bureaucracy because they need to deal with communication lines within the development team. For some of them, that&#8217;s the main problem to solve. As a lone developer, you don&#8217;t have that problem at all.</p>
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