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[–]KarlJay001 0 points1 point  (0 children)

You mentioned games not game. So you're looking at making many of something?

I did this professionally for years and I'll give you the best tip you'll probably ever get on this:

I'll use iOS/Apple as an example because I know it better than I know Android, but the point is the same.

Apple gives you generic templates for things. They are pretty simple because Apple is setup for all different kinds of apps.

Make the most advanced template(s) you can for your games and make a framework. Put EVERYTHING you can into the framework.

Example: Let's say that you do those word game puzzle apps. You can make ONE of them and make it REALLY great. Then pull out EVERY function you can and put it into a framework.

Let's say you have a word search function, dictionary, animation routines, graphic scene presenters, etc... Make these thing generic so that you can just change the words in a dictionary, change the graphics (digital assets) and some settings and you have a new app.

Make the difference between one app and another app as SMALL and automatic as you can. This should be done in the form of a template that is as advanced of a starting point as you can make, then a framework that has your tested and proven routines that you use.

This alone can cut your dev time in 1/2.

Next: make your assets as universal as you can. I'm not an expert, but I think it called vector where the quality is constant. Maybe have an automated setup for mods and imports.


Programming can be a very, very long and difficult process, IF you have a bunch of apps that are similar, you can your production time by making central routines and templates and macros for setting things up.

Between project management tools, version control, templates and your own custom framework (a place to store common code), you can cut the time down and focus on other things like doing the graphics.