anchor.diff:  
   [TIP]
   ====
  -*Follow the Best Practice:* In general, use composition over inheritance and keep “what an entity does (behaviour system) separate from “what this entity is (attributes).
  +*Follow the Best Practice:* In general, use composition over inheritance and keep what an entity does (behaviour system) separate from what this entity is (attributes).
   
   *  Use `<<jme3/advanced/spatial#,setUserData()>>` to add custom attributes to Spatials.
   *  Use <<jme3/advanced/custom_controls#,Controls>> and <<jme3/advanced/application_states#,Application States>> to define custom behaviour systems.
   ====
   
   
  -If your game is even more complex, you may want to learn about “real Entity Systems, which form a quite different programming paradigm from object oriented coding but are scalable to very large proportions. Note however that this topic is very unintuitive to handle for an OOP programmer and you should really decide on a case basis if you really need this or not and gather some experiences before diving head first into a MMO project emoji:smiley
  +If your game is even more complex, you may want to learn about "real" Entity Systems, which form a quite different programming paradigm from object oriented coding but are scalable to very large proportions. Note however that this topic is very unintuitive to handle for an OOP programmer and you should really decide on a case basis if you really need this or not and gather some experiences before diving head first into a MMO project emoji:smiley
   
   *  link:http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/[http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/] 
   *  link:http://www.gamasutra.com/blogs/MeganFox/20101208/88590/Game_Engines_101_The_EntityComponent_Model.php[http://www.gamasutra.com/blogs/MeganFox/20101208/88590/Game_Engines_101_The_EntityComponent_Model.php]
  
positive.code: **  Artwork: Test asset loading and saving with mock-ups and stock art.
  **  Lay out the overall application flow, i.e. switching between intro / options / game screen, etc.
  **  Get one typical level working before you can announce the Alpha Release. +
  E.g. if the game is a “Jump'n'Run, jumping and running must work.
  
  .  Alpha Release
  .  Pre-Beta Development
  **  Artwork: Replace all mock-ups with first drafts of real media and level maps.
  **  Have your team members review and “alpha test it on various systems, track bugs, debug, optimize.
  **  Declare link:http://en.wikipedia.org/wiki/Feature_freeze[Feature Freeze] before you announce the Beta Release to prevent a bottomless pit of new bugs.
  
  .  Beta Release
  .  Post-Beta Development
  **  Artwork: Fill in the final media and level maps.
  **  Have external people review and “beta test it, make it easy to report bugs.
  **  Fix high-priority bugs, even out the kinks in code and gameplay, don't add new features for now!
  
  .  Gamma Release, Delta Release… = Release Candidates
  
negative.code: 
  *  Motivation
  **  Sum up your game idea in one catchy sentence. If you can't, it's too complicated. +
  Exmple: "Craft by day, fight by night!"
  **  Who's the target group? Are you making it for your friends or are you trying to attract the masses?
  
  *  Game type
  