Monday 6 October 2014

Week 1 (Prototyping)

If there's anything I've learned about prototyping is that it is time consuming and also a broad subject to grasp. What exactly is a prototype? Well to my understanding it is a very quick and simple version of a part of a game. The difficulty comes in when trying to make sure that there is a visible difference between the prototype and an end-state game.

For our particular prototype I feel like it wasn't exactly "prototype level" and was perfected far too much. I feel like, (in all honesty,) we should have spent less time on the code for it. Sure, it wasn't perfect within the first 3 hours but isn't that the entire point of a prototype? I feel like in future we need to focus on the idea of the game and not the actual polish of the mechanics and game itself. If the prototype is distinctively showing characteristics of the game we are wanting to make, then there is no need to continue working on it. I assume this can lead to bad habits, for example when we go to make the real game we may have spent too much time on the prototype code to throw it away and borrow from it, (or use it entirely.)

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