Fall 2006CS4455 Prototyping Maribeth Gandy Jeff Wilson

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Presentation transcript:

Fall 2006CS4455 Prototyping Maribeth Gandy Jeff Wilson

Fall 2006CS 4455 Why build prototypes? Building game without a prototypes like “…shooting a movie without a script” Rough approximation of game –Physical –software No complex algorithms, media content etc. Avoid production related issues Informal content conducive to radical changes

Fall 2006CS 4455 Role of Prototype Test –Game mechanics –Balance of rules –User experience Discover play patterns and emergent behavior –e.g “Whoever gets the shotgun first, wins.” –…”A successful player always forms alliances early in the game” –…“spawn camping” Almost impossible to just “figure it out in your head”

Fall 2006CS 4455 Prototyping Techniques Paper prototypes –Work well for testing game mechanics, rules, procedures Many video games come from board games –Very quick to produce –Hard to capture action or experience of game Some games more appropriate than others Video, Storyboards/Animatics –Captures user experience –Video can be tedious to produce and change –Useful for communicating ideas to others

Fall 2006CS 4455 Prototyping Techniques Wizard of Oz –Useful to simulate complex behavior e.g AI or new types of interfaces –But may need to simulate real issues (e.g. network latency) too Rapid software development –Flash, Director, VB, Level Editors etc. –Can combine with paper techniques

Fall 2006CS 4455 Lessons Learned AR Experience “Four Angry Men” 6 months of content development…three times 1 year of software development before testing was possible Motivated creation of Designers’ Augmented Reality Toolkit (DART)

Fall 2006CS 4455 Choosing a Technique Is the prototype really needed? –e.g paper to start with, hybrid approach as complexity increases What are the requirements of the prototype? –e.g. visuals not needed, number crunching required What is the quickest way to build the prototype? –Use tools you know –Avoid overkill Will the prototype be flexible enough? –What elements will need to change and how often –Be cautious of reusing code in final game

Fall 2006CS 4455 The Steps in Prototyping Begin with core gameplay –Most common game mechanism for player “Super Mario Bros.: A player controls Mario (or Luigi), making him walk, run, and jump, while avoiding traps, overcoming obstacles, and gathering treasure” –Start with core and build outwards

Fall 2006CS 4455 The Steps in Prototyping: Step 1 Foundation –Basic objects and key procedures –Essential rules –e.g. FPS player can do actions each turn : move, turn, shoot –Don’t tackle complex questions yet “how do the shields work?”, “What if the player can fly?”

Fall 2006CS 4455 The Steps in Prototyping: Step 2 Structure –Elements that support the foundation –Those most essential to the game e.g. number of spaces a unit can move, procedures for turning, hit and miss rules for shooting –Prioritize feature ideas, those at top are essential –Work through list e.g. Moving and shooting crucial, require scoring and hit point attributes

Fall 2006CS 4455 Features and Rules Features –Attributes that make game richer e.g. “you can plant booby traps to surprise your opponent” Rules –Modifications to the game mechanics that affect how game functions e.g. “You will lose points if you take a shortcut” New features need new rules

Fall 2006CS 4455 The Steps in Prototyping: Step 3 Develop formal details –Think about the formal elements of the game –What new elements are needed? e.g. “ability to customize your vehicle before a race”? –Are the objectives interesting and achievable? –New rules or procedures? –Beginners add in too much –Test new rules individually Remove optional ones

Fall 2006CS 4455 The Steps in Prototyping: Step 4 Refinement –Is it fun? –Revisit cool features Rank them Introduce individually into prototype

Fall 2006CS 4455 The Steps in Prototyping: Step 5 Game may feel unplayable, disjoint, slow etc. –Don’t panic, debug –Strip away rules and reintroduce Now the game is playable and fun… –Repeat