Now there are four areas of Digital Prototyping, which come from a development director named Eric Todd, who identified the following aspects:
- Game Mechanics
- Technology
- Kinesthetics
- Aesthetics
GAME MECHANICS
- These are the formal aspects of the game, which I discussed in an earlier blog, Here.
- When prototyping Game Mechanics should be simple, they don't always have to be the completed, complicated game code.
- You should focus on a particular design question (start with your core Mechanics and then work your way up from there).
- Start with a spreadsheet and start adding the the game logic in order to develop the right rules and balance your game
TECHNOLOGY
- This is generally all the software needed to make the game run and work properly.
- Technology can include the games Graphics, AI, and Physics; Any specific tech issues of your game.
- The digital prototype is very heavily based on technology.
- This is not done in your actual game code, use a another programming language (using something that you can make quick and dirty prototypes).
- This is good for validating good and removing bad ideas.
- One of the worst things you can do is build your final game from your prototype code, program in another coding language.
KINESTHETICS
- This is what is referred to as the feel of the game and is generally about the controls of your game feel and how they respond.
- This area of prototyping is extremely important because it tests the types of controls available to the player.
- You need to be able to test the controls and responsiveness of the interface, this is important in order to ensure the game works and responds correctly.
- This is generally something that can only be tested in the digital prototyping.
AESTHETICS
- These are the visual, oral and dramatic aspects of the game.
- Aesthetics can be anything from Storyboards, Concept Art, Animatics, Interface prototypes and audio sketches.
- Now with your prototypes, you don't have to add all of you aesthetics, since prototypes do not need to have all their aesthetics done.
- However having a few aesthetics in your prototype can make all the difference in your prototype.
Now another important aspect of digital prototyping is Designing Control Schemes, Selecting Viewpoints and Effective Interface Design:
- DESIGNING CONTROL SCHEMES
- This is designing the input part of your game controls, games usually consist of an input and AI and an output.
- You need to understand the controller types handed to you in order to make the best game you can. To do this you must understand the capabilities of your controller.
- You can start a list of procedures or a control table in order to keep track of your controls and limitations.
- These procedures are tied to the games state and it is important to remember that more controls doesn't necessarily make a better game.
- SELECTING VIEWPOINTS
- This refers to the viewpoint of the game environment (not the visual aspect/ display of the status).
- There are 5 types of viewpoints; Overhead view, Side view, Isometric view, First-Person view, and Third-Person view.
- Selecting a viewpoint for your game sets the degree of access to the state of the game game world and helps place/define the player's relationship to the game objects/characters
- This aspect includes both the formal and dramatic elements of games, which I discussed in blogs found Here and Here.
- EFFECTIVE INTERFACE DESIGN
- Now this aspect includes a few different elements:
- Player Information Design
- Form Follows Function
- Metaphors
- Visualization
- Grouping Features
- Consistency
- Feedback
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