Prototyping in GDevelop
Learning how to use GDevelop
From personal experience and from my attempts with using GDevelop so far, it can take me quite a while to learn the basic ins and outs of a new software.
After playing around a little bit with the software, I don’t think learning using trial and error will work with this one.
I’m going to follow some tutorials and read up on some resources so I can actually know what I’m doing before I try and make something of my own.
This need to fully learn how to use GDevelop will and has put back my expected date for a playable prototype of the snaresnake game, but from this I’ve realised that I made a mistake in thinking I would be able to understand how to use GDevelop straight away and then make something worthwhile.
So there was a good take away here! Which is progress in my books. Learning is learning afterall.
The plan I’m going to put in place for prototyping
While GDevelop will produce a better and not to mention playable protoype of the game, I’m not very fluent in how to use it to create my visions yet.
So, while I continue to learn the GDevelop systems, I will illustrate my concepts and ideas on paper. This paper prototyping will allow me to get my thoughts and aspirations down quickly and easily.
Both forms of prototyping will come in handy for gathering feedback for improvement.
The paper prototypes will help inform the GDevelop playble prototype and will help ensure time isn’t wasted on mechanics and ideas that playtesters said they wouldn’t understand or find fun in the game. And as the paper prototypes can be quickly changed or redone the concepts on them can be changed and reworked as feedback is being given about them.
With all this been said, I am now going to either watch some tutorials or do some concept drawing or both! I need to get both done anyways, just need to figure out which to do first :D










