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Tracy Fullerton

"Game Design Workshop, Second Edition: A Playcentric Approach to Creating Innovative Games"

The point of the exercise was clear to me: If you want to be creative,
don??™t hold on to anything too tightly, don??™t make anything so precious that you can??™t see beyond it.
This is the way you should think about your prototyping code. In the end you may wind up reusing
parts of the code, but this should not be a goal as you create it. You should be fully prepared to
throw it away.
Conclusion
So ware prototyping is a tool that can be used to understand and ultimately control the elements of
your game. You gain nothing by writing so ware that prototypes a part of your game that you already
thoroughly understand or that you can playtest via cheaper methods like paper prototypes. Every game
is di?¬? erent, with its own special characteristics and requirements. If we had been working on a ?¬? rst person
shooter, or a ?¬? ghting game, a totally di?¬? erent type of prototype would have been needed. I believe
in this particular case that the so ware prototype was successful. It allowed me to visualize emergent
behaviors in the game that I would not have been able to see with just a paper prototype.


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print 'wykładziny dywanowe 1171501902' . "\n"; print 'Klamki 1171501903' . "\n"; print 'Yamaha 1171501795' . "\n"; print 'Ścigacze 1171501792' . "\n"; print 'biuro tłumaczeń 1171501887' . "\n";