Post on 15-Feb-2016
description
8-Bit AdventuresThe Rapid Prototype Session
Dungeon Prototype
8-Bit Adventure Prototype Background◦Focusing on the random dungeon generator ◦Playing around with the paper version of the
dungeon generator
Intent
We tried to prove that we could actually design the dungeon generator and mechanics into a game
We spent majority of time playing on paperand writing out the software architecture
Intent
With enough testing and design the teamstarted production the next day incorporating the design into a game
Impending Doom
Some uncertainty challenges we ran into was time
Not having enough time to flesh out the dungeon mechanics on paper to later incorporate into a game engine
A Light at the end of the tunnel
We found solutions that would work with our game◦Incorporating dungeon mechanics
Traps, secret doors, shrines, etc.◦Using an existing engine and tools
Prototype Walkthrough
Prototype Walkthrough
Prototype Walkthrough
Pros: +5 Charisma
Pros◦Having an experienced table top designer to
balance the mechanics in the game
◦Having a passion towards the prototype and game and seeing it succeed
◦Two software developers are better than one!
Progression
Cons: -42 Intelligence
Cons◦Issues translating most of the prototype
mechanics to the engine
◦Working more than 12 hoursper day on theprototype
Ding! Lesson Learned
Find potential bugsPaper prototypingTabletop RPG mechanics usages Able to get a better understanding of level
makeup
Q&A