Rapid Game Prototyping

I made these 3 game mechanic prototypes in my Independent Study: Rapid Game Prototyping course at the University of Washington Bothell. The purpose of this course was for me to learn a reliable process to prototype game mechanics, and to challenge myself in learning different aspects of game development under specific requirements and a short deadline. From my experience, I wrote a paper outlining a reliable process for me to rapidly prototype game mechanics so that others may use my process to begin prototyping their own projects.

Prototypes' Code

Prototype 1 - One Juicy Mechanic

This prototype’s goal was to make a simple mechanic, flipping a lever, feel as good as possible. In-game development, a lot of effort is made to enhance the player’s experience by making mechanics and systems feel as good. I wanted to dive into this subject, so I understood how to improve the features of my future games. What I learned was how to manage event triggers and integrate audio/visual effects. From this understanding, I have a foundation to grow from and need to improve the quality of my audio/visual effects to enhance the feel more. 

Prototype 2 - Fighting Game Input Interpreter

This prototype’s goal was to make a fighting game controller interpreter that can be used to perform complex fighting game mechanics like “motion inputs”. Fighting games have some of the most complicated input management systems due to these motion inputs. I wanted to learn this subject to gain an understanding of input management. What I learned was how to plan a flexible pipeline of input reading and input interpretation that can be used to trigger character behaviors. From this experience, I learned how to make a robust fighting game controller and how to expand it for future use.

Prototype 3 - Simple Dialogue System

This prototype’s goal was to make a dialogue system such that the player could make branching decisions and circle back to read the previous dialogue. In games with dialogue, people often want to make decisions to additional information or read the previous dialogue in case they forgot. I wanted to learn how to make a dialogue system since I had little experience with user interfaces and how to make characters hold conversations. What I learned was how to make a simple dialogue system suitable for linear visual novels, and how to manage coroutines for asymmetric processing. I have a basic understanding of these concepts and would like to explore them more to make a more abstract system to include the missing features I intended to reach in the goal.

BIS498FinalPaperGabrielOliver.pdf