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Prototyping. CS 4730 – Computer Game Design Credit: Some slide material courtesy Walker White (Cornell). What is a Prototype?. In the simplest terms, it’s an incomplete model of your game It usually has a reduced feature set The selected features are usually the “most important”
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Prototyping CS 4730 – Computer Game Design Credit: Some slide material courtesy Walker White (Cornell)
What is a Prototype? • In the simplest terms, it’s an incomplete model of your game • It usually has a reduced feature set • The selected features are usually the “most important” • The idea is to get an idea for what the basic gameplay will be like • Try out a mechanic • Tune some parameters 2
What is a Prototype? • Types of prototypes • Throwaway • Evolutionary • Incremental • Extreme • Forms of prototypes • Physical • Digital (different system) • Digital (same system) 3
Throwaway Prototype • With a throwaway prototype, you don’t intend to reuse any of the created “material” in the final product • This refers to the actual “things” created, not the knowledge gained • Thus, all non-digital prototypes are by definition throwaway • Your prototype due this week may or may not be throwaway (but probably will be) 4
Why Throwaway? • Why spend the time to build something you know you’ll discard? • Usually, they are quick to create, quick to change • Good for getting basic ideas “down on paper” • Good for convincing others you have a good idea • Good for looking at “slower” aspects of the game (i.e. stepping through each part of a player turn) • Often helps you refine and fully envision exactly what it is you want to make • Can use other quick tools to build 5
Evolutionary Prototypes • With an evolutionary prototype, you are building in the system you plan to build with • Think of this more as “build and iterate” • The initial prototype is only a prototype in that it comes first • Features are added for the next iteration of the prototype • Until you have a “finished” product that just needs polish • This is what you’ll do during your team project 6
Why Digital Prototypes? • Paper can only do so much • Can test input methods better • Hard to test physics systems, networking systems, etc. without this • Can use real assets 7
Physical Prototypes • We did a throwaway physical prototype earlier this year • The game lab the first week • Admittedly, some games are easier to make physical prototype than others… • Example: Thrones by Martin Kellogg 8
Physical Prototype • What other things can you use to make a physical prototype? 9
Goals From Physical Prototype • Explore the core mechanics in a controlled, slower-paced environment • Physically force you to consider different aspects of your game before coding them • Get the team to talk about core decisions • Encourage collaboration • Test out value of resources in economy 14
Your Physical Prototype • I won’t FORCE you to make a physical prototype for your team project… • … but you’ll either do one or you’re going to storyboard the game • I will ask for SOME physical design aspect of the game outside of the design doc itself! 15
Digital Prototype • Digital prototypes come in many different forms • Wireframing (UX mock-ups) sometimes has functionality (often faked) • Rapid prototyping tools/projects can be done by taking an existing project or demo and customizing it • Custom prototyping can be very powerful, but can also take a great deal of time 16
Wireframing • Wireframing comes from the term/idea that you are looking at a scaffold drawing of an object • Often done in image editors with some scripting thrown in somehow to show transitions • Heck, it could even be Powerpoint 17
Rapid Prototyping • Which leads us to rapid prototyping • Often done with a toolset of some kind • Many games come with modding tools or level editors • Custom map creation and modding is one of the first steps many people take in getting into the games business! • Could be throwaway or evolutionary • This is what you are doing for your pitches 18
Rapid Prototyping • Is it worth the time? • Often it is! • You can test out a particular mechanic • Refine the code • Then import it over to your final project! 19
Custom Prototyping • Can be a bit more intense • But allows for a lot more flexibility when testing and evaluating mechanics 20
Tomb Raider 21
BioWare 22
Custom Prototypes • Custom prototypes can be very powerful • Can take much longer to create • But can let you try TONS of “slider combinations” without restarting, rebuilding, republishing your program • So… tradeoffs… • You WILL have to code some aspects of this into your project • More info later! 26
How would you prototype… • How would you build a physical prototype for • A dungeon crawler, like Diablo? • A soccer game? • A match-3 puzzle game? • A top-down view shmup? • Super Mario Bros 3? • A fighting game? 27