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Reasons to make Prototypes

6/28/2017

 

Jan 16, 2015 -- Day 6

I've finished most of the basic structure of 'critics system', so far I feel i did a lot of 'hard-codings'. (code that are not flexible) That's okay for now, I'll implement a better coding when I get into alpha stage. Also, I learned a few tricks  usan ing C2 during the process:

  • How to use event functions 'destroy' & on 'destroy' to make custom sequences.
  • Make an easy transition effect between 2 stages. (layouts)
  • A better use of 'animation frames'. (critics' expressions)

Prototyping is mostly essential, even making small game like Flappy Bird clones. (I don't encourage copying others)

The purpose of making prototypes, is to get the game mechanics work in early stage, so to know what's possible to do and what's not. The benefits of prototyping is: to get familiar with the functions so I can have more smooth time coding for the real build.

Also, when play-test the prototypes, I can see whether the gameplay have the feel I wanted, or what's missing, what's gone out of place, or what's unnecessary. Sometimes, some good ideas can come along and can be implemented into the game, thus enhancing the game to be more fun.
Next update, I'll be taking about how I get my idea for this game.
Picture
screenshots of my prototype.
Picture
raw egg... so disgusting!

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