Why Your Game NEEDS a Prototype!

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  • Опубликовано: 11 июл 2024
  • This video discusses the importance of prototyping your video game ideas, and also shows the process I went through to create a prototype of my own.
    You can download the prototype from this video here:
    kyleschaub.itch.io/bird-game-...
    Music (in order):
    Colony 9 (Night) - Xenoblade Chronicles: Definitive Edition
    Dire Dire Docks - Super Mario 64
    Soaring Illusions - Pokémon Omega Ruby and Alpha Sapphire
  • ИгрыИгры

Комментарии • 19

  • @renzs18
    @renzs18 8 месяцев назад +8

    Thanks for this video. I am having trouble making prototype myself for many months now. Couldn't even complete my projects because they are not as fun as I thought. After finding your video, I feel confident to make another one from a prototype. Good job!

  • @joanfase2693
    @joanfase2693 3 года назад +6

    Good video. There's wisdom, knowledge and practical exemple to back it up. On a personal note, it's nice to see you post again. I did your monogame course and imo you're great at teaching. I switched on Java and libGDX lately but still enjoy watching your videos on Lua and Love2d so i hope you'll keep posting. Love2d is beginner friendly so i'm sure a lot of people will find your work enjoyable and interesting. Keep it up sir! (Sorry for any grammatical mistakes, i'm not confident in my english.)

  • @gluraque
    @gluraque 6 месяцев назад +1

    Prototyping is something I value greatly in coming up quickly with fun and interesting game ideas and quickly gaining feedback from players. Great Video!

  • @mana3749
    @mana3749 2 месяца назад

    Great video man! Good luck on your project, I really liked it! :)

  • @emperor8716
    @emperor8716 Год назад +4

    Main idea: Have an elevator pitch (short and concise description of your game) and a playable game with just the core concepts to back it up. (I wrote this down to help it stick better). Thanks! Also the video quality is so good I'm shocked to see only 10 comments.

  • @MehDiable
    @MehDiable 3 года назад +1

    Really enjoyed this video!! You should post some more

  • @Duckamoly
    @Duckamoly 6 месяцев назад

    Thanks, this video got me to re-examine what my prototype actually needed.

  • @michaelwhite8691
    @michaelwhite8691 10 месяцев назад

    HI Challacade!
    Congratulations on getting as far as you have!
    As I watched the game play, something stood out for me.
    I was assuming that the bird's wing-flap was tied with the User's input for that command.
    I kind of feel like a single-use of the input was causing a lot of elevation and was "easy" to get altitude.
    I would recommend that you decrease the flap-power down to 75% of the current value. It would help convey a sense of "need" to the players so they get a little more excitement out of "almost dying" because they couldn't keep up with the need to flap their wings.
    Of course, to offset the current version...
    You could include a "glide" mode where once the bird is at elevation, they can go into a glide slope where they lose 25% over time. This way, they have moments of hard flapping to get to altitude, and then can glide for a distance.
    If they have to suddenly duck below an obstacle, they have a "dive" command where they act like a bird of prey attacking one of the bats you showed (closely related to the same functionality you've including for the video).
    Best of luck...!!!!

  • @V3NXM
    @V3NXM Год назад +1

    I've been trying to make a game for some time, I never prototyped and I regret that I haven't, I've been working on a rogue like top down game and I've seen more progress in the prototype than I've ever seen in any other game I've attempted, I would worry about sound, music, artwork and never focused on what the player can and can't do, I found that it's easier to find bugs. Too people reading, listen to this man and prototype your game before jumping straight into it!

  • @Hari983
    @Hari983 Месяц назад

    Great video

  • @gamepadcoder
    @gamepadcoder 5 месяцев назад

    You could make it where diving on different types/colors of enemies change the bird's weight or speed. Then the player would balance speed and moment-to-moment puzzles of choosing an ability to determine which branching paths they're able to go through next. Like maybe if you're too slow, a waterfall will push you down to a lower path. But if you're heavy enough, you can break certain blocks to unlock a side path.
    Kirby meets Celeste or Sonic.

  • @keopaderb6690
    @keopaderb6690 3 года назад +3

    Interesting looking prototype! I will give it a go on itch.
    BTW I took your Udemy Löve course - I appreciate your calm and concise teaching style.
    I see you have a Monogame course as well. Do you find Löve is better for 2D game development. Lua is definitely a bit easier to wrap your head around compared to C#.
    Thanks again Kyle!

    • @Challacade
      @Challacade  3 года назад +1

      I personally prefer LOVE for 2D development, just because I like the framework a bit better than MonoGame. However, MonoGame has the option to export to consoles (which LOVE cannot) and C# is a more mainstream and powerful language than Lua. So there's definitely pros and cons of each.

    • @laptoprelaks
      @laptoprelaks Год назад

      dammmmm he already have a course...buying it

  • @user-gb1uz4pg3c
    @user-gb1uz4pg3c 3 года назад +1

    How long approximately does it take you to build this prototype?

    • @Challacade
      @Challacade  3 года назад +1

      Probably averaged about an hour a day, over the course of 30 days

  • @basicallybrand
    @basicallybrand 2 года назад

    The problem is nobody sees my prototype

  • @douqwry
    @douqwry 3 года назад +1

    bruh

  • @darkfrei2
    @darkfrei2 2 года назад

    How to understand that the game is interesting?