In one sentence, describe what the following article is about: While every successful game is unique in its way, almost all of them fit into a specific genre. Decide what kind of game you want to create, and look at what other games in the same genre do. Some common genres include: Arcade games Shooters Puzzles Platformers Racing Adventures Endless runners RPGs First-person shooters Third person shooters Story/Manga driven JRPG Visual novels Tower Defense Horror Fighters Comedy Survival The platform that you choose to develop your game will significantly impact the way it is developed. The platform dictates the way the game is controlled; smartphone games are typically touch-and-tilt-based, PC games typically use a keyboard and mouse, and console games use gamepads. Note that most commercial PC games also support Gamepad. There are exceptions to all these rules, but you will generally find it easier to design the game around a specific control method. If you want to make an iPhone game, you will need to submit it to the Apple store from a Mac computer. However, one exception is the Godot Engine which also allows you to create for iPhone on Linux which is useful if you don't have a Mac. This should just be at least one page but will be the heart of the gameplay experience you create. It contains the fundamental concepts of your game and will allow you to see if your idea is viable as a video game. This statement will serve as the motivating force behind the game. These are very simple statements that get to the heart of what the game is. Revisit it often to ensure that your game is still meeting its basic goals. Some example core philosophies: This game simulates a space station economy This game lets you play as a living car This game is about testing the player's reflexes The features are what sets your game apart from others in the same genre. Start by listing your ideas and concepts. Turn those concepts into action-driven sentences. Shoot for between 5-15 features. For example: Concept: space station construction. Feature: Build and manage your space station. Concept: damage from asteroids Feature: Struggle to survive against environmental hazards, including asteroids, solar flares, and comets. Writing down your features first will allow you to flesh each one of them out later in the design document. Having your features listed in the beginning will keep your project focused and prevent "feature-creep", where ideas keep getting added later on in the process. Continue to revise these features until you are satisfied that they represent the game that you want to make. Put the preliminary design in a drawer and try not to think about it for a week or two. You want to be able to go back to it with a fresh perspective. This will help you determine if the project is worth pursuing, or if you need to go back to the drawing board.
Summary: Pick your genre. Pick your platform. Write out the preliminary design. Start with a core philosophy. Write down your features. Take a break.

The intro section of this song, which forces you to alternate between green notes and the other notes on the neck at a rapid-fire pace, is considered by many to be one of the most difficult sections in the whole song. One common trick that Guitar Hero experts use to make this section easier is to keep the green note held down with a tool like a rubber band, a hair scrunchie, or an actual guitar capo throughout the whole section. This way, the player only has to focus on the other notes not necessarily an easy task, but an easier one. If you want to use this trick, make sure the tool you use has a tight enough hold to keep the green button held down consistently but is loose enough to be quickly removed from the green button when you want to transition to the rest of the song. ) After the very first red note, the whole intro section is one giant sequence of hammer-ons and pull-offs, which don't require you to strum, just to touch the correct buttons. This means that, amazingly, it's possible to clear this section only strumming the first note. Extra strums won't lose you any points if they're on the correct notes, but they're not necessary, so you may want to focus less on them than on hitting the right notes. Hammer-ons are played by strumming one note and "hammering on" the second note above it by touching it without strumming. Conversely, pull-offs are played by strumming the first note and touching the note below it without strumming. In Guitar Hero, hammer-ons and pull-off notes have a white center (without a black border). The difficult thing about using solely hammer-ons and pull-offs for the intro is that, if you miss a single note, you will need to strum again to reset the "string." If you're not paying attention, it's easy to miss dozens of notes by forgetting to strum after a mistake. Playing the intro section can be very difficult to play with one hand. If you are having a hard time reaching the blue and orange notes while keeping the green note held down, consider using your strumming hand to help. To do this, bring your strumming hand up the neck of the guitar after the first strum and use your index finger and middle finger to handle the blue and orange notes. For example, if you strum with your right hand, you would strum the first note with your right hand and then use your right index and middle finger to play the blue and orange notes (if you're a lefty, do the exact opposite.) Some high-level players even use the elbow of their strumming hand to hit the first note this allows them to have their fingers in place for tapping right away. Having trouble hitting every note in the intro section? Try restricting yourself to just four and leaving out one of the more difficult ones to hit (like, for instance, the orange note.) You'll miss some points, but there are enough notes in the intro section that you won't do poorly enough to fail as long you hit everything else. Keep in mind that, if you miss notes and break your streak, you'll need to be ready to strum again your sequence of hammer-ons and pull-offs won't carry through. One of the hardest things about the intro is that, after repeating the same extremely difficult pattern over and over, it ends with a very fast sequence of scales that aren't at all like what came before. However, this part isn't impossible if you know what's coming: The intro pattern ends on a green note and the scales start on an orange note these happen to be at the same places as they are during the intro pattern, so if you're paying attention, you can transition smoothly from one to the other. The first downward run is all pull-offs. However, the second green note at the bottom of the scale must be strummed again. After that, the second orange note at the top of the scale must be strummed as well.
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One-sentence summary -- Use a rubber band or capo to hold down the green note. Use hammer-ons for the intro (not constant strumming. Alternatively, consider tapping the intro. Leave one color out of the intro section. Be ready to transition immediately into fast scales.

Problem: Article: Add 1 cup (225 ml) farro and 3 cups (750 ml) water to the rice cooker and cook for roughly 45 minutes. Use soaked whole-grain farro. The farro should be soaked overnight for at least 8 hours. Set the time manually to 45 minutes. If your rice cooker has optimized settings for various types of grains or rice, use the "Brown Rice" setting. Use 1 cup (225 ml) farro and 3 cups (750 ml) water and cook for 10 to 15 minutes. You do not need to soak the farro for this method since it will cook in roughly the same amount of time either way. Cook the farro for two to three whistles.
Summary:
Cook the farro in a rice cooker. Prepare the farro in a pressure cooker.