Great task list for rapid prototyping from the classic gamasutra article:
How to Prototype a Game in Under 7 Days
- Each game must be made in less than seven days,
- Each game must be made by exactly one person,
- Each game must be based around a common theme i.e. "gravity", "vegetation", "swarms", etc.
Stages:
- Setup: Rapid is a State of Mind
- Embrace the Possibility of Failure - it Encourages Creative Risk Taking
- Enforce Short Development Cycles
(More Time != More Quality)
- Constrain Creativity to Make You Want it Even More
- Gather a Kickass Team and an Objective Advisor – Mindset is as Important as Talent
- Develop in Parallel for Maximum Splatter
- Design: Creativity and the Myth of Brainstorming
- Formal Brainstorming Has a 0% Success Rate
- Gather Concept Art and Music to Create an Emotional Target (gathering art and music with some personal significance was particularly fruitful for me too)
- Simulate in Your Head – Pre-Prototype the Prototype
- Development: Nobody Knows How You Made it, and Nobody Cares
- Build the Toy First
- If You Can Get Away With it, Fake it
- Cut Your Losses and "Learn When to Shoot Your Baby in the Crib"
- Heavy Theming Will Not Salvage Bad Design
(or "You Can't Polish a Turd")
- But Overall Aesthetic Matters! Apply a Healthy Spread of Art, Sound, and Music
- Nobody Cares About Your Great Engineering
- General Gameplay: Sensual Lessons in Juicy Fun
- Complexity is Not Necessary for Fun
- Create a Sense of Ownership to Keep 'em Crawling Back for More
- "Experimental" Does Not Mean "Complex"
- Build Toward a Well Defined Goal
- Make it Juicy!
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