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Does it make sense to develop a Prototype before you start working on the real game?

A topic by Brenner created 31 days ago Views: 447 Replies: 16
Viewing posts 1 to 10
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I recently watched a lot of Youtube videos about Game Development, and one idea that was mentioned many times was developing a prototype before you start the developing the actual game.
"Prototype" means a really, really rough version of the game with no real graphics, basically "triangle vs squares" or something like that.  

You are supposed to test your game idea if its actually fun. If it is, you are supposed to scrap your prototype and start over to develop the real game. 

I'm wondering if this makes any actual sense.

First problem, playing "triangles vs. squares" might be vaguely fun - but for most games, having decent graphics, music, good sound and great controls are kinda essential to have any fun at all. 

Second problem, it feels unnecessary for projects in established genres - if you are for example developing a jump & run or a regular RTS, do you really need to test if the idea is fun? We already know these genres are fun, at least to the right kind of player.
I guess if you have a super unusal idea, a prototype would make way more sense.

Thoughts anyone?

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for most games, having decent graphics, music, good sound and great controls are kinda essential to have any fun at all
Well, to some people like me, those stuffs you've mentioned except for great controls are NOT essential to have fun.

The simple reason prototypes don't need those stuffs is they need to be made quick. Omitting those stuffs is one best way to do it.

Also have you played any game with decent graphics, music, good sound and great controls but horrible gameplay?

 if you are for example developing a jump & run or a regular RTS, do you really need to test if the idea is fun? We already know these genres are fun

Sure, those genres are fun but the real question is : is your take of the genre fun? Ex: if you were to make an RTS, are you sure it would be fun?

Back to my point above, aside of being quick, removing graphics, music and sounds would make it easier to focus on the gameplay. There are many aspects to set up properly to make it fun.

(+2)

Well, I thought I didn't  need to make a prototype. So I spend several months making an island and a fairy palace and a secret passage... In the end the game felt more like doing chores than fun. Any suggestions what to do with the fairy themed assets are welcome...  

The second image look pretty. What is the game about?

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That's the problem. The game idea didn't work out.  It was to awake frozen (white) objects with a color of your choice, following a palette you could select. Now I have the models and don't know what to do with them. For now... 

maybe an exploration and puzzle solving game  where players have to pick up colors to activate certain objects? not just unfrozen. for example red could be only to open/close doors, blue to lift or submerge underwater objects, yellow to activate elevator-like platforms or something like that?

¯\(ツ)/¯ Idk... lucks.

Hmm, if you can't think of anything yourself, you could still release the assets as Game Assets here on Itch.Io, Unity Store etc. ? 
Chances are, somebody somewhere will eventually have a use of for them in their own game project. 
The fairy character and the building on the first pic look pretty great by the way!   

(1 edit)

Indeed I considered giving away the assets. I have two problems with that though

  • I like the assets myself and want them to be unique to my game should I finally come across a good idea for the game. I wouldn't make enough money selling them anyway to make it worth the hassle with taxes.
  • Someone could make an ego-shooter or the like  inside my fairy palace. That would really feel like the fairy palace has gone to the dogs.

I'm wondering if this makes any actual sense.

Context matters. A lot.

You are not saying who wants to build a game, what type of game, what the scope is, if there are investors, if it is a hobby game, established franchise, experienced developers and so on. All these and a lot more will change the context.

If you invent something new, you need a prototype as a proof of concept, before you commit resources. Lest you find out that your free energy device will not ever work. A thing you might have found out by applying common sense and laws of physics. But creating software for people to have fun with is not exactly hard physics.

So you might want to recheck the target audience of those videos.

Also, some people just call their pre-alpha version a "prototype". Or do not bother at all to use classic alpha beta release naming conventions.

/games/prototypes

(+2)

Yes, it makes sense to develop a prototype. So you can have something to play and test your ideas early on.

BUT, you don't have to scrap your prototype. You can replace its simple graphics with polished art and add your sound tracks to turn your prototype into a final game. Ideally, you want to build a modular prototype where you can add or remove elements you want or don't want in the final game.

(2 edits) (+1)

Yeah, that way of making a prototype makes way more sense to me than the version I heard of. 
The version I heard of was to develop a shoddily programmed  / designed prototype just to throw it away and start over. Which seems really wasteful to me.

And it doesn't even have to involve any square and triangles - there are tons of free game assets with CC0 license on this site alone. There isn't any downside to using them in my opinion - other than forgetting to switch them out later or forgetting to credit the creators, I suppose. 

Fully agree to the idea of modularity by the way. In the shoot em up game I'm making right now, whenever I want to switch out the sprite of a ship, I just have to add the new .png and edit a few weapon / engine positions in an XML file. Doesn't even require me to change anything in the code.  

Technically, CC0 is public domain and thus doesn't require to credit the author. In practice, I always prefer to credit the author.

Good on you for making an engine that adapts to external files without the need to change your code. Most of the times, my prototypes require me to edit the game engine code and recompile.

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Yes, it is always recommended to start from there. Starting from the art, the 'end look' is an awful idea. Art is more or less easy to produce (or get using 3rd party assets) but also is time consuming. 


It's recommended to start from all the 'systems' (character controller, enemies AI, triggers, etc. Specially if you work in engines like Unity, GODOT or Unreal, and similar.) because that way you can see if an idea you had is easy to do, makes sense, is fun, etc (and that way you don't spend weeks or months working in a enemy or a level that will have to be discarded).

 It's not necessarily to  use only primitives (cubes and triangles), if you need you  can use temporary simple art (placeholders) to get an idea if the game feel and looks may be remotely similar to the what you have in your head.


Fun may be more or less subjective, but when starting the game, the most important part is make sure the ideas you have can be executed.

Well, I agree with you on some points : Some genre may not need a real prototype to test the gameplay. I was thinking especially about RPG's (unless you innove in the field of combat system). But I guess in every genre you can add a special thing that makes your game special. RTS for example, you may need to test a lot to find the balance between macro and combats. 

Upon all, I think this is better to go with a prototype, just like a painter would go with a sketch before lining and colouring his drawing. It could give you a better overview of what time it will take for instance. Also it is sometimes easier to go step by step, little by little, creating your game, especially if you're very demanding with yourself. I know by experience I work quicker when I say to myself "Come on, just write, don't think to much, it's just a raw shot. You'll do better later". If i wanna try too perfect on the first shot it kinda paralyses me cuz i never feel like it's good. On the other hand when i go back on editing my prototype I can find the results better than I could have imagined. All I need to do then is just polish a little, and process again.

Throughout making a game, there are countless times where I have to try out an idea to see if it works. Does placing this monster there make a fair challenge, neither too difficult nor too easy? Is this the right price to charge for this potion? Is this monster fun to fight, or is it just annoying?

For exactly none of these does it make sense to create a prototype separate from the actual game. My ideas only make sense in the context of the game. In order to create a working prototype from scratch, I would have to recreate the entire game.

Instead, I try to keep my game flexible enough so that I can quickly and easily try out ideas in the actual game.

(+1)

As others have said, context matters a lot, but in general I think getting to gameplay quickly has many benefits. You can get a sense of whether something is fun (as you suggest), but I also find that being able to play around often generates new ideas that I would not have come up with otherwise, and early enough that they are possible to implement.

In my game, rather than build a completely separate prototype, I just tried to get to gameplay as soon as possible, and then built out the game from that, but it has a relatively simple structure..

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depends some ppl need a prototype some a concept i need neither, i start and create without any serious plan, yeah i know my games aint the deepest story-driven rpgs but if you look at the maps i made 500+ various maps in my life and i didnt planned any of them, it can lead to obstacles appearing throughout the map creation, but if youre okay with throwing out a part and/or switch it slightly to fit the whole construct, i dont have any proof now, but you can play my games, heheh but in my opinion the by far best maps ive done which were also released, are included in my steam workshop, a remembrance of the time i just "Mapped" lol anyway 

way to the maps...maps im really proud of:


sadly died in hd crash but it would have been my ultimate masterpiece even though it wasnt even a game by me lol

and more...

https://gravatar.com/xx696

https://xx696.itch.io/

https://steamcommunity.com/id/xxxxcompany/myworkshopfiles/

(very old)

https://unrealarchive.org/search/index.html?kind=content&q=walm