Prototype - syddyd/Tree-Platformer GitHub Wiki
About this Section
ℹ The prototype serves as an experimental and preliminary version of the game, created with the primary purpose of exploring, testing, and demonstrating gameplay concepts, mechanics, and overall design ideas. This early-stage model allows developers to validate the feasibility and fun-factor of their concepts, identify potential issues, and gather feedback, without the need for full-scale production resources. Prototyping is a crucial step in the development process as it helps in refining the game's vision, shaping the player's experience, and laying a foundation for further development and iterations. This phase often involves rapid and iterative cycles, enabling the team to quickly adapt and evolve the game's design based on both internal insights and external player feedback.
- Define Core Gameplay Mechanics: Identify the essential gameplay elements, mechanics, interactions, and - if necessary - cooperative play.
- Choose a Game Engine: Select a suitable game engine which supports your game’s requirements, like 3D graphics, physics, and multiplayer capabilities.
- Basic Level Design: Create a simple level or environment to test gameplay. This doesn’t need to be detailed but should at least represent the type of setting your game will feature.
- Implement Basic Mechanics: Code the fundamental mechanics, such as player movement, basic interaction with the environment (like opening doors, using items), and simple NPC/enemy AI for interaction.
- Integrate Essential Tools: Implement rudimentary versions of key items that are to be used in the game (weapons, armor, equipment, etc.). They should be functional enough to test their role in the gameplay.
- Networking for Multiplayer: If multiplayer is a core aspect, set up a basic networking framework to allow multiple players to join and interact in the game environment.
- Integrate any other special mechanics that are part of the core gameplay: This could for example be voice recognition or any important algorithms. Integrate a basic version to test these functionalities.
- Create a User Interface: Develop a simple UI that allows players to interact with the game, such as a basic inventory system or tool selection.
- Focus on Core Features: The prototype should focus on testing the key features that define your game. Avoid getting sidetracked by less critical elements.
- Playability: Ensure that the prototype is playable and stable enough to conduct meaningful tests. It doesn’t have to be free of all bugs, but it should be functional.
- Feedback Mechanism: Have a system to gather feedback from testers. This can be as simple as a questionnaire or a discussion forum.
- Scalability: Design the prototype in a way that allows for easy scaling and iteration. Use modular design where possible.
- Performance Considerations: Keep an eye on performance issues. Even in a prototype, severe performance problems can hinder the testing process.
- Player Experience: Pay attention to the user experience even at this early stage. The prototype should give testers a feel of what to expect from the final game.
- Iterative Development: Be prepared to iterate based on feedback. The prototype is a tool for learning and refining your game concept.
- Resource Management: Be mindful of resource allocation. Prototyping should be efficient in terms of time and cost.
- Documentation: Keep a record of the development process, issues identified, and feedback received. This will be invaluable for future development phases.
The purpose of a prototype is to validate the game concept and core mechanics, not to present a finished product. It's a tool for learning and refining your ideas, so embrace the iterative nature of this process.
The following table describes the requirements for the prototype. Make sure to check the linked pages to see the complete details!
- Inventory || The character should be able to have an inventory
- Test Items || Equip-able items for characters to use
- Test Characters || The rest scene should have several characters (one PC, several NPCs)
- Input System
- Camera Controls || Create the Camera Controller
- Character Controls || Create Character Controls
- HUD || A UI HUD should display character stats
- World Interactions || The character should be able to interact with objects in the world
- Test Scene || A test scene with geometry and objects that allows for testing all movement and interactions. See Prototype Scene (link)
- Interactive World Objects || Objects in the world that characters can interact with. E.g. doors, furniture, machines, switches…