query: Mentality for the hard initial stage of game development
positive_passages.docid: 28412
positive_passages.text: How can I effectively manage a hobby game project?
negative_passages.docid: 5087
negative_passages.text: Is prompting players with alternate moves poor etiquette?
negative_passages.docid: 26132
negative_passages.text: Is there any clear definition of game-ready models?
negative_passages.docid: 68360
negative_passages.text: Is Java viable for serious game development?
negative_passages.docid: 22654
negative_passages.text: How do you discourage "player knowledge" as a GM?
negative_passages.docid: 44384
negative_passages.text: Construction of "it's too hard a task"
negative_passages.docid: 77408
negative_passages.text: How do I emphasize role-playing during combat?
negative_passages.docid: 38074
negative_passages.text: Winning strategies in multidimensional tic-tac-toe
negative_passages.docid: 117184
negative_passages.text: How to understand "It takes a little bit of getting used to the idea..."?
negative_passages.docid: 13215
negative_passages.text: Please consider gathering Meta feedback before the "ship" stage
negative_passages.docid: 151643
negative_passages.text: How to help players settle down and focus?
negative_passages.docid: 99621
negative_passages.text: How do I learn to become a good GM?
negative_passages.docid: 46994
negative_passages.text: When is optimisation premature?
negative_passages.docid: 148097
negative_passages.text: How do you conquer the challenge of designing for large screen real-estate?
negative_passages.docid: 46590
negative_passages.text: What is a "Gameplay Programmer"?
negative_passages.docid: 94675
negative_passages.text: Cooperative game vs Multiplayer game
negative_passages.docid: 158419
negative_passages.text: What approaches are there to learn design, coming from a development background?