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8-Bit Adventures. The Rapid Prototype Session. 8-Bit Adventure Prototype Background Focusing on the random dungeon generator Playing around with the paper version of the dungeon generator. Dungeon Prototype.
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8-Bit Adventures The Rapid Prototype Session
8-Bit Adventure Prototype Background • Focusing on the random dungeon generator • Playing around with the paper version of the dungeon generator Dungeon Prototype
We tried to prove that we could actually design the dungeon generator and mechanics into a game • We spent majority of time playing on paperand writing out the software architecture Intent
With enough testing and design the teamstarted production the next day incorporating the design into a game Intent
Some uncertainty challenges we ran into was time • Not having enough time to flesh out the dungeon mechanics on paper to later incorporate into a game engine Impending Doom
We found solutions that would work with our game • Incorporating dungeon mechanics • Traps, secret doors, shrines, etc. • Using an existing engine and tools A Light at the end of the tunnel
Pros • Having an experienced table top designer to balance the mechanics in the game • Having a passion towards the prototype and game and seeing it succeed • Two software developers are better than one! Pros: +5 Charisma
Cons • Issues translating most of the prototype mechanics to the engine • Working more than 12 hoursper day on theprototype Cons: -42 Intelligence
Find potential bugs • Paper prototyping • Tabletop RPG mechanics usages • Able to get a better understanding of level makeup Ding! Lesson Learned