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	<title>Comments on: Effortless Game Development And Version Control</title>
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	<link>http://www.gamepoetry.com/blog/2008/06/20/effortless-development-and-version-control/</link>
	<description>The art, science and business of independent game development</description>
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		<title>By: urbansquall</title>
		<link>http://www.gamepoetry.com/blog/2008/06/20/effortless-development-and-version-control/comment-page-1/#comment-441</link>
		<dc:creator>urbansquall</dc:creator>
		<pubDate>Wed, 28 Jan 2009 15:50:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamepoetry.com/wpress/2008/06/20/effortless-development-and-version-control/#comment-441</guid>
		<description>&lt;p&gt;First up, I use &lt;a href=&quot;http://www.gamepoetry.com/blog/2008/12/05/trunks-tags-and-branches-in-subversion/&quot; rel=&quot;nofollow&quot;&gt;Trunks, Tags and Branches&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;In /trunk/, I usually have a /game, a /docs and a /scratch. Inside /game, I have /lib (all library code), /src (all code specific to this project), /assets (things I embed), /bin (where the .swf builds to), /bin/runtime (runtime assets that the bin needs).&lt;/p&gt;

&lt;p&gt;Inside /assets or /bin/runtime, I&#039;ll usually have a /ui, a /audio and then the rest depends on the game, but usually /characters, /world, etc.&lt;/p&gt;

&lt;p&gt;I&#039;d say the most important thing is consistency. If its consistent then at least you can find what you need when you want it. :)&lt;/p&gt;
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		<content:encoded><![CDATA[<p>First up, I use <a href="http://www.gamepoetry.com/blog/2008/12/05/trunks-tags-and-branches-in-subversion/" rel="nofollow">Trunks, Tags and Branches</a>.</p>

<p>In /trunk/, I usually have a /game, a /docs and a /scratch. Inside /game, I have /lib (all library code), /src (all code specific to this project), /assets (things I embed), /bin (where the .swf builds to), /bin/runtime (runtime assets that the bin needs).</p>

<p>Inside /assets or /bin/runtime, I&#8217;ll usually have a /ui, a /audio and then the rest depends on the game, but usually /characters, /world, etc.</p>

<p>I&#8217;d say the most important thing is consistency. If its consistent then at least you can find what you need when you want it. <img src='http://www.gamepoetry.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>]]></content:encoded>
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		<title>By: Ryan</title>
		<link>http://www.gamepoetry.com/blog/2008/06/20/effortless-development-and-version-control/comment-page-1/#comment-437</link>
		<dc:creator>Ryan</dc:creator>
		<pubDate>Wed, 28 Jan 2009 08:14:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.gamepoetry.com/wpress/2008/06/20/effortless-development-and-version-control/#comment-437</guid>
		<description>&lt;p&gt;I would love to know how you structured your Project Tree, especially when it comes to the art assets.  I am just setting it all up now and the temptation is go nice and detailed laying everything out by 2D art, 3D Art and Audio, subcategorizing things into areas such as &#039;characters, props, animals, environments&#039; .  But I am not sure if this is the best way to go about it and would love some tips on how you set things up.&lt;/p&gt;

&lt;p&gt;many thanks&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>I would love to know how you structured your Project Tree, especially when it comes to the art assets.  I am just setting it all up now and the temptation is go nice and detailed laying everything out by 2D art, 3D Art and Audio, subcategorizing things into areas such as &#8216;characters, props, animals, environments&#8217; .  But I am not sure if this is the best way to go about it and would love some tips on how you set things up.</p>

<p>many thanks</p>]]></content:encoded>
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