These particles
can be grabbed and shaped, much
as the team had envisioned the cloud
drawing feature.
The next stage of prototypes
focused on making that underlying particle
simulation feel more pu?¬? y. The
previous ?¬? gure shows such a test. In this
version, tests revolved around using the
clumps of clouds to draw faces, pictures, and an overall excitement about how the clouds would ultimately
feel to play with started to permeate the team.
In addition to creating this underlying simulation, the team also implemented a billboarding method
for rendering the cloud art onto the simulation. The following cloud simulation layer screenshots show
Figure 3 Particle simulations prototypes
Prototyping Cloud 229
230 Chapter 8: Digital Prototyping
As a designer, you need to make sure that you
understand the capabilities of the controller for the
platform you are designing to. This means creating a
kinesthetic prototype and testing the controls until
they are perfectly integrated with your gameplay.
The article by designer Eric Zimmerman of Gamelab
on page 330 describes how his team??™s desire to create
an interesting new control idea scheme led to the
idea for their game Loop.
Pages:
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602