#67188 - ScottLininger - Mon Jan 16, 2006 3:56 am
I sometimes use flash for mockups and basic testing of ideas, since it's so much faster to get something up-and-running in that environment.
But most of the projects I've worked on have been so engine-specific that it wouldn't be worth it to build it somewhere else first.
-Scott
#67199 - MrD - Mon Jan 16, 2006 4:58 am
C + Allegro is great for fiddling and faffing.
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#67748 - sgeos - Fri Jan 20, 2006 2:48 am
Flash strikes me as the ideal prototyping solution.
-Brendan
#72736 - tonkinfash - Tue Feb 21, 2006 7:17 am
When I developed a random number generator for the GBA (using 1D cellular automata - Wolfram's rule 30) I tested it in a Win32 console app until I was satisfied with its randomness.
#82028 - SevenString - Wed May 03, 2006 5:13 pm
For game dev, I don't prototype at all.
If I'm doing an engine from scratch, I work from a game design to spec out what the engine needs to do. In doing the engine spec, I generalize where it makes sense to do so because designs DO change. Also, if any scripting or custom tools are called for, I spec out the scripting language and the tools as well.
For the first stage in actual coding, I write headers based on the specification's engine components. I usually never create or open a .c/.cpp file until those headers are fairly complete. This applies to tools as well as the engine.
Once I do get into coding the actual methods, I focus on getting data from the artists/designers into the engine as soon as possible. At this stage, I tend to ignore visual fx and audio, other than to make sure that the hooks are in place to support these things when they ARE implemented.
Next up is fleshing out scripting, and working on tuning player controls. By this time, I've probably done some work on getting the audio going. When the above tasks are reasonable complete, the artists and designers have most of the tools they need to "make the game".
The rest is visual fx implementation, beefing up audio support, bug fixes, menus, and any feature creep that HOPEFULLY will be handled by the generalization that I deliberately built in early on.
Believe it or not, these methods work for me whether I'm doing an FPS, a high-end 3D action platformer, or a simple old-skool 2D SNES type game. Obviously the simpler games need fewer/simpler tools, and maybe the "scripting" becomes more of just having a declarative system for calling out level components, but the overall approach still works.
However, interestingly enough, I do a LOT of prototyping these days, just not game engines. I work at a visual fx studio doing R&D, so I do proof of technology prototypes all the time.
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