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But the prototype should also give you insights into game design, I’m not talking about visuals or story here, but game design in terms of game rules and mechanics. Since we’re talking about video games, we might say that the point is to find out if the idea is fun in practice. The whole point of a prototype is to find out if an idea works in practice. You need to have enough in your prototype for it to be of value. It should be very simple and small of course, but a playable game nonetheless: rudimentary controls and mechanics so you can get a fairly realistic impression of what the finished gameplay might be like.
QUERN MECHANICS PUZZLE HOW TO
But how to get here? The answer is of course prototyping mechanics, and it’s the most important phase of development.Ī prototype should be more than just drawings on paper - although paper prototyping might be a stage in your game development - I’d strongly advice you should have made several playable prototypes before starting on anything more concrete. If you can get your mechanics to work, if they are fun, even if your graphics are all stick figures and blank textures, then you know this game is worth more effort. You want to make a game, you need gameplay mechanics, that’s where you should start. Starting development on a new game isn’t writing the story, making assets, or even the game engine. If you can't come up with some ideas, take some ideas from other places, experiment, be inspired, and maybe out of that something "magic" and original happens! Then I'd throw some obstacles into the mix, and some other moving parts, that Braid trick, where you rewind time, that was great, huh? Or perhaps some sort of gravity gun like in Half-Life. Maybe he could pick them up, push them, throw them, run into.
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I'd facilitate a way he could manipulate objects. I don't know what kind of game you want to do, but if I wanted to do a game with say, physics and puzzles, I'd start simple. Think of a few core gameplay mechanics, experiment, and see what you come up with. You start with something simple, and you build from there. What I'm saying, great "ideas" take work, they don't magically appear from some void. Judging ones own work against finished products is never easy, you should have seen those games when they were in their first stages: might not have been that impressive. They can be happy accidents, or at the very least, iterated to "perfection". The gameplay mechanics you're enjoying might not even have been a part of the original idea. Those released games you play, they are finished games, obviously, and have gone through countless iterations.