Posts tagged with “prototype”

Newer posts →

Designing Slam Bolt Scrappers: Iteration 1 (of 5)

Since the Penny Arcade post and Sony video a few days back we’ve been getting a lot of questions about our design process. So we decided to kick off a 5 day series on the iterations behind getting to the final design of Slam Bolt Scrappers! If you are at all interested in how games get made or are considering getting into game design yourself then this is the series for you. Enjoy!

We opened Fire Hose in September 2008. At the time I was working with Ethan and Sharat, two programmers I knew from MIT. We didn’t have any artists so our skill set was pretty limited. We also didn’t have much in the way of tools or resources, so we were working with stuff commonly available on the interwebs.

Our initial goal was to make a game that was about architecture, and ideally taught the player a bit about construction. We were inspired by the fun of playing with legos and blocks as kids, and felt we could probably make a game that had some interesting roots in that while at the same time allowed players to do things they couldn’t normally do in real life. So we decided to spend a week prototyping some gameplay concepts to illustrate these points. I’m going to share two of them with you now.

The first concept we came up with for Ashdown (our game’s code name) was the Tree Prototype. Our thinking was that it would be cool if we could make a game where buildings organically grew themselves (an idea we would later revisit when with growing weapons out of blocks in SBS). In the game you use the mouse to click and the scroll wheel on the mouse to change the color of the “seed” you are planting – yellow for electricity, blue for water, and green for plant. The goal is to get as many leaves (foliage) as possible. Plant seeds automatically grow when placed on the ground, and yellow electricity seeds grow when there is rectangular steel beams for them to grow on. Blue water just stays on the ground unless it touches electricity and beams, in which case the electricity “pumps” it up the tower. Higher water means the plant can grow taller (meaning more leaves), but plants knock out electricity so you have to be careful. The counters on the bottom display game information.

The game also had a level editor, since at the time we were thinking user generated content (like in Little Big Planet) could be a really cool feature to put in. If you entered the level editor you could draw any shape of background beams to play the game on. It was basic but it showed off the functionality we wanted and was testable. The game itself was written in Python, and we borrowed code from the open source games at www.pygame.org, in particular Balloons by Gonazlo Sanchez.

The second concept we prototyped was the T-Rex Prototype, named after T-Rex from Dinosaur Comics (whom we borrowed as our bad guy). In this prototype the player’s goal was to build the tallest tower possible while preventing T-Rex from destroying it by stomping on it (since hey, that’s what T-Rex does!). The player starred as a flying superhero who could pick up beams and place them in the middle, and could also punch out T-Rex temporarily. As you can see there are a lot of core similarities to the final game, as rudimentary as it was here!

After we had these prototypes we invited our friends over to test, and we got lots of good feedback. Here’s what we found:

Tree Prototype Pros:

  • Showed the most early promise for intricate, beefy gameplay.
  • Had lots of potential for replay value and interesting level design.

Tree Prototype Cons:

  • Mechanics were very difficult to understand
  • Lack of clear goals or constraints only added to confusion
  • It wasn’t clear what the actual game mechanics would be, or how much design work it will take to discover them. Therefore it seemed very risky.

T-Rex Prototype Pros:

  • This game provided a great “first five minutes” experience that people latched onto immediately.
  • The narrative was compelling and hilarious, and lended itself well to all sorts of interesting gameplay ideas.

T-Rex Prototype Cons:

  • Seemed to be in danger of becoming a complete twitch game, which wasn’t what we were going for.
  • It wasn’t obvious how to build it into a community game, and there was no compelling case for a level editor or anything like that.

After talking about it a lot we decided that we would start on another prototype, one that would merge the good points of both prototypes. We liked the idea of fighting while building, and from this point onwards we made it a core principle of our game. We also decided we would make a more polished version of the game that we could potentially shop around to publishers if we needed to.

OK, that’s the end of our story for iteration 1! Tune in tomorrow to find out where we went next with iteration 2.

5 Comments

Paper Prototyping Video Games

Generoso Fierro has just posted a set of podcasts on paper prototyping on the GAMBIT website. Since this seems to be something mysterious that new game developers frequently wonder about I figured it’d be worth reposting here. Disclaimer: I haven’t watched the videos yet, but Gene regularly puts together kick ass stuff so I’m guessing they’re pretty good.

Gene writes:

Have you ever wondered about the first stage of creating a video game? GAMBIT’s Technical Director Andrew Grant along with GAMBIT’s Lead Game Designer, Matthew Weise lead a group of three game designers (Kevin Laughlin, Alexis Brownell and Sophia Foster-Dimino) through the paper prototyping stage of videogame development. Video Produced by Generoso Fierro, Music and Editing by Garrett Beazley.

PART ONE: Andrew and Matthew present our game designers with a concept for a game. Here begins the process of creating the gameplay! Our designers use markers on paper, blocks, string and a host of other tools to make the game a reality.

PART TWO: Our game designers have decided to abandon the “paper” stage of development and go right for the whiteboard to hash out their game.

PART THREE: Design Consultant Tim Stellmach comes by to play and review the prototype the designers have come up with based on the game concept.

If you like these videos be sure to check out episode 2. Cool Stuff!

Comments Off

Words of Wisdom: IGDA Webinar on Rapid Prototyping

Super Metroid!

If you can’t get enough of Eitan’s talks, you’re in luck! On January 27 at 12pm, Eitan will be presenting an IGDA Webinar on Rapid, Iterative Prototyping.

What do you do if you have no artist, no funding, and the design isn’t even complete? Prototype! In this webinar, Eitan will share some ideas for rapid, iterative prototyping, including how we used it in the development of Slam Bolt Scrappers. You’ll even get to see some of the super early builds we developed using this process. And of course there will be plenty of dinosaurs as well.

Unfortunately, Eitan will not be completing a Super Metroid speed run while giving this talk – but we promise to give you plenty of notice when that does happen.

Comments Off

GAMBIT Prototyping Slides Available Here!

Today Sharat and I gave a talk at the Singapore MIT GAMBIT game lab on rapidly building video game prototypes. It’s something of a rip off of Ethan’s and my IGCE talk from last month but this has a stronger focus on development and how to make different types of prototypes. I suggest checking it out! For more info on prototyping you can also see my guest blog from last week on Sande Chen’s game design website.

Comments Off

Words of Wisdom: Prototyping – Do it Quick + Dirty

This picture is from the upcoming game entitled "Prototype". In my blog post I claim that prototypes must be thrown away so that you can start work on the real game. Perhaps once this game comes out my post will seem eerily prophetic?

Sande Chen recently asked me to a guest post for her monthly blog on game design. I was happy to help, and honestly a little bit flattered/stupefied that she would even ask me to help. Nevertheless I was happy to help, and I’ve copied the entire post below. It’s a bit of a how to on video game prototyping, with emphasis on getting shit done and why this is important. Enjoy!

——

So you’ve got an idea for a game, but you’re missing an artist, you don’t have the design nailed down, you need to find funding, and you don’t know what platform you’re going to develop for, you’re not sure that the concept is even feasible, or you [insert development hurdle of your choice here]. How do you even start? With prototyping!

Prototyping is the process of making a small, crappy, slapped-together version that demonstrates certain key aspects of your final vision. It’s a great way to start making games since it is far less daunting, and during the process you’ll learn a lot about what you should actually do in the full version. Prototypes are throw away, but that’s a good thing since it’ll give you more freedom to experiment in ways you might not normally try.
Continue reading →

Comments Off
Newer posts→