Friday, September 23, 2011

Jumping from Prototype to a Real Game

Creating any game prototype is fun and it is always done in a quick and easy way, full of rule-breaking and sinful programming practice.. the goal is to test your game concept and the FUN factor.. if its not fun then its not worth the time to implement full code on it.

With HORNET LEADER prototype, i have lots of fun trying out the game on an iPAD.. even with loading upfront all images and not using texture atlas (a great sin) the prototype still run ok on an iPad1. I also have a SpaceHulk DeathAngel prototype running on iPad, a fun solitaire game but it will never reach the market since Fantasy Flight Games is very hard on people who sell / distribute games without their permission. So i think i will upload the SHDA gameplay video sometime later on youtubbe.. the prospect of making Lord of the Rings Cardgame prototype also intrique me since the mechanics is easy enough to do... but both will wait till my Hornet leader got up and running at least to Alpha Version (Playable with real data for testing but dont have complete database and image complement)

The difference in making a prototype and a real game is becoming more apparent each day..

- i have to create all game rules and data into database format , no more dummy data
- i have to consider memory use for all graphic including segmented loading and multiple texture atlas swapping
- i have to consider more pleasing User Interface for game interaction
- i have to put game menu to wrap up the game

in layman's term,  the difference is like making a model house and a real house..

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