Devlog#8: Prototyping!


This week for Intermediate Game Development...we're reading this paper by Apple engineers.
The questions for this week are: 
What type of prototype is example 2, and why? what type of prototype is example 10, and why? what kind of prototype are you making for the final project, and why?

The three main focuses a prototype can have, according to the paper we read this week, are its role, look and feel and/or implementation.
The first two questions focus on look and feel based prototypes so I'm going to explain what that means first.  Look and feel prototypes usually focuses on how the proposed product will come across to a user visibly and physically.  In example 10, the prototype of a portable computer for architects was a pizza box, and this is because its weight and size seemed to fit for this rough prototype. For example 2, this application for planning out a 3D space also focused more on look and feel due to the fact the user could play around with how moving an object in a 3D space, whether they were rotating, picking up, or dragging the object, would work in the potential final product. 

Currently I'd say my team and I are focusing on a mix of look and feel alongside implementation since we want to focus on the mechanics we'd like to work into the game while also playing around with the player controls for it so it can be tweaked during development.