Re: Prototyping



josephoswaldgg@xxxxxxxxxxx wrote:

Basically the moral is: prototype. If you don't make a prototype, what you are making instead is *still* a prototype, you just haven't admitted that yet.

What's missing from this discussion, is a notion of resources and scale. Sure, everything you haven't fully thought through is a prototype. But you must evaluate what resources and what capabilities you actually have, and what so-called "prototyping" methods are far too heavyweight to be of any profit to you. A 1000 hour prototype may be reasonable for a big engineering project with a large budget and hordes of people. It's not at all reasonable for a lone wolf developer. You need a 10 hour prototype, and 1000 hours may have to be the total size of the project.


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Cheers,                     www.indiegamedesign.com
Brandon Van Every           Seattle, WA

Taking risk where others will not.
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