Get rapid prototypin' yo.
Ever find yourself investing your time and coffee on something you really like, and wondering "What if no one likes it? What if I'm losing my precious time?". Ever feel like you lose direction on that good ol' project of yours? Ever wish that you could get a glimpse from the future -from the time when your project is finished- to see if people will like it?
Well we got something that's just for you: Rapid Prototyping!
"What is this black magic thou speaketh of, o dark sorcerer, that will rid meself of all me worries?" - I hear you ask. Well, let me explain it, as it's the simplest of concepts.
Rapid prototyping, and Rapid Application Development, are RAD (see what I did there? Heh. No? Ok). They focus on development instead of planning, and are ideal for software products with an uncertain amount of features. Software + Uncertainty. Sound familiar? I'll give you a clue: Video games! Perfect for you!
Rapid prototyping can easily be applied to games by developing basic mechanics, using placeholder assets, etc, and asking friends and random people to play the scenes (please don't offer candy in exchange for their time, specially not to kids, specially not in a van, as it would be counter-productive, except if you get into the local news. Then it would be bad for you, but your game would get a lot of exposure. Anyway...). You can follow some basic steps to achieve a healthy rapid prototype:
Step 0: Be alive.
(Did you check that? Ok. Move forward)
Checking your pulse is a generally reliable way to know if you are alive.
Step 1: Have an idea you think you could make possible.
Step 2: Be clear about what it is you'll want to test. Is it mechanics? Is it the UI? Is it a whole RPG with multiple storylines and branching decisions and skill trees? If it is, go back to Step 1. Then design a scene where testing that will be possible.
Step 3: Build it. As quick as you can, with whatever resources you have at hand (placeholder images, free sounds, standard assets). As a rule of thumb, this shouldn't take more than a week or two (or one sprint, if you're using Scrum). If it's taking longer, repeat Step 2. Else, you could waste an awful amount of time, which is what we all should try to avoid!
Step 4: Test it. Test it with actual humans, not you, game-making alien. Getting honest feedback is the most valuable thing a developer can get. It might not be what you expected, and sometimes you won't like it, but if you take it humbly and tweak some things, it can and will make your game better.
Step 5: Decide. Based on the feedback you got, decide if it's something worth continuing or if you should move on to new ventures. If that's the case, make some changes.
Rinse and repeat!
Just like shampoo. Shhh, no tears.
Pros of rapid prototyping:
Saves you lots of time, as it makes it easier to see what's working and what is not.
Helps you focus, as you're developing and testing a certain set of features each iteration.
Prologue: Why do we know all this?
We didn't use it! And it wasn't good. Of course, we didn't know such possibility existed, so how could we, right? Right?! For our soon to be released game, Meteorz, we were using a Rapid Application Development approach -a kind of Scrum, we'd like to call it-, but never really had much contact with our potential players up until not-so-early stages of development. An that sucked. When we realized the myriad of things we should change, it was very frustrating. We really don't want that to happen to you!
We hope this is useful for you :)
Have a great dev,
The Emerald Team.













