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> <channel><title>Comments on: How to Prototype a Game in Under 7 Days</title> <atom:link href="http://www.raphkoster.com/2005/11/01/how-to-prototype-a-game-in-under-7-days/feed/" rel="self" type="application/rss+xml" /><link>http://www.raphkoster.com/2005/11/01/how-to-prototype-a-game-in-under-7-days/</link> <description>Raph Koster&#039;s personal website: MMOs, gaming, writing, art, music, books</description> <lastBuildDate>Sun, 12 Feb 2012 06:02:55 +0000</lastBuildDate> <sy:updatePeriod>hourly</sy:updatePeriod> <sy:updateFrequency>1</sy:updateFrequency> <generator>http://wordpress.org/?v=3.3.1</generator> <item><title>By: SWG &#124; The Cesspit.</title><link>http://www.raphkoster.com/2005/11/01/how-to-prototype-a-game-in-under-7-days/comment-page-1/#comment-1469</link> <dc:creator>SWG &#124; The Cesspit.</dc:creator> <pubDate>Sat, 21 Jan 2006 06:52:37 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=130#comment-1469</guid> <description>&lt;!--%kramer-ref-pre%--&gt;[...] We don&#039;t need to just invent mathematically ideal formal systems, but we need formal systems that are also appropriate for the simulation we want to render. The myths and expectations are stronger and have an higher priority than the abstraction and perfection of a formal system. The idea of a &quot;twitch&quot; combat will remove the weight of the previous HUD-heavy gameplay that used a very high level of abstraction that was nowhere direct and intuitive (I wrote something similar while &quot;reviewing&quot; what we know about Vanguard). What is sure is that, if the implementation is good, the players will surely reward this choice. Apparently it was difficult creating special content for 34 different classes, which I&#039;m guessing anyone can see is a ridiculous balancing and content creation task that never should have come about in the first place. &quot;We looked at the professions and said we have 34 widely disparate professions in the game. None of which get all of the attention that a profession deserves in a game this type and many of which don&#039;t resonate to the Star Wars universe. I mean, what is a pikeman and why is it something in the game?&quot; So with that thought in mind, they&#039;ve folded all of the 34 professions down into nine professions including Jedi, bounty hunters, spies, officers, smugglers, commandos, entertainers, traders, and medics. &quot;We ended up with these nine very iconic character types. [...]&lt;!--%kramer-ref-post%--&gt;</description> <content:encoded><![CDATA[<div
style="padding:15px; border-left:1px solid #dedede; border-bottom:3px solid #CCEBF7; background-color:#fcfeff"><p>[...] We don&#8217;t need to just invent mathematically ideal formal systems, but we need formal systems that are also appropriate for the simulation we want to render. The myths and expectations are stronger and have an higher priority than the abstraction and perfection of a formal system. The idea of a &#8220;twitch&#8221; combat will remove the weight of the previous HUD-heavy gameplay that used a very high level of abstraction that was nowhere direct and intuitive (I wrote something similar while &#8220;reviewing&#8221; what we know about Vanguard). What is sure is that, if the implementation is good, the players will surely reward this choice. Apparently it was difficult creating special content for 34 different classes, which I&#8217;m guessing anyone can see is a ridiculous balancing and content creation task that never should have come about in the first place. &#8220;We looked at the professions and said we have 34 widely disparate professions in the game. None of which get all of the attention that a profession deserves in a game this type and many of which don&#8217;t resonate to the Star Wars universe. I mean, what is a pikeman and why is it something in the game?&#8221; So with that thought in mind, they&#8217;ve folded all of the 34 professions down into nine professions including Jedi, bounty hunters, spies, officers, smugglers, commandos, entertainers, traders, and medics. &#8220;We ended up with these nine very iconic character types. [...]</p></div> ]]></content:encoded> </item> <item><title>By: damned vulpine: November 2005 Archives</title><link>http://www.raphkoster.com/2005/11/01/how-to-prototype-a-game-in-under-7-days/comment-page-1/#comment-238</link> <dc:creator>damned vulpine: November 2005 Archives</dc:creator> <pubDate>Sun, 04 Dec 2005 20:36:25 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=130#comment-238</guid> <description>&lt;!--%kramer-ref-pre%--&gt;[...] I don&#039;t know if he has the IP licensed, but it&#039;s apparently Hobby Lobby Online.  Posted by j at 08:42 PM [...]&lt;!--%kramer-ref-post%--&gt;</description> <content:encoded><![CDATA[<div
style="padding:15px; border-left:1px solid #dedede; border-bottom:3px solid #CCEBF7; background-color:#fcfeff"><p>[...] I don&#8217;t know if he has the IP licensed, but it&#8217;s apparently Hobby Lobby Online.  Posted by j at 08:42 PM [...]</p></div> ]]></content:encoded> </item> <item><title>By: Raph</title><link>http://www.raphkoster.com/2005/11/01/how-to-prototype-a-game-in-under-7-days/comment-page-1/#comment-56</link> <dc:creator>Raph</dc:creator> <pubDate>Sat, 05 Nov 2005 16:51:45 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=130#comment-56</guid> <description>Yeah, just the fact that you need a page like that is why I ended up at Blitz. It cost $80-100 (depending on which one), it was cross-platform, came with a very straightforward IDE but you could obtain fancier ones, it exposed OpenGL, and putting a sprite on screen involved:
&lt;code&gt;
graphics 800, 600
ball = LoadImage(&quot;ball.png&quot;)
drawImage(ball, 300, 300)
&lt;/code&gt;
Nice and high-level, because it was designed specifically for game-making.</description> <content:encoded><![CDATA[<p>Yeah, just the fact that you need a page like that is why I ended up at Blitz. It cost $80-100 (depending on which one), it was cross-platform, came with a very straightforward IDE but you could obtain fancier ones, it exposed OpenGL, and putting a sprite on screen involved:</p><p><code><br
/> graphics 800, 600<br
/> ball = LoadImage("ball.png")<br
/> drawImage(ball, 300, 300)<br
/> </code></p><p>Nice and high-level, because it was designed specifically for game-making.</p> ]]></content:encoded> </item> <item><title>By: majcher</title><link>http://www.raphkoster.com/2005/11/01/how-to-prototype-a-game-in-under-7-days/comment-page-1/#comment-52</link> <dc:creator>majcher</dc:creator> <pubDate>Sat, 05 Nov 2005 06:04:33 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=130#comment-52</guid> <description>Indeed, you can do that kind of stuff with PyGame these days.  The initial setup is still a little bit of a pain, but once you get everything plonked down, you can whip out some pretty impressive prototypes in very little time.  And like Brian says, you don&#039;t need to be a rocket scientist to use it - I use Python and PyGame for the &quot;Intro to Game Programming&quot; class that I teach at ACC, which is geared towards people who have no desire to become programmers whatsoever, and I think it works out just fine.  (Now that I think of it, &lt;a href=&quot;http://www.majcher.com/blabla/ITSW3004/&quot; rel=&quot;nofollow&quot;&gt;here&#039;s the resource&lt;/a&gt; page for the class - it should save anyone who&#039;s interested a bit of time collecting all the bits and pieces...)</description> <content:encoded><![CDATA[<p>Indeed, you can do that kind of stuff with PyGame these days.  The initial setup is still a little bit of a pain, but once you get everything plonked down, you can whip out some pretty impressive prototypes in very little time.  And like Brian says, you don&#8217;t need to be a rocket scientist to use it &#8211; I use Python and PyGame for the &#8220;Intro to Game Programming&#8221; class that I teach at ACC, which is geared towards people who have no desire to become programmers whatsoever, and I think it works out just fine.  (Now that I think of it, <a
href="http://www.majcher.com/blabla/ITSW3004/" rel="nofollow">here&#8217;s the resource</a> page for the class &#8211; it should save anyone who&#8217;s interested a bit of time collecting all the bits and pieces&#8230;)</p> ]]></content:encoded> </item> <item><title>By: Psychochild</title><link>http://www.raphkoster.com/2005/11/01/how-to-prototype-a-game-in-under-7-days/comment-page-1/#comment-37</link> <dc:creator>Psychochild</dc:creator> <pubDate>Wed, 02 Nov 2005 23:18:17 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=130#comment-37</guid> <description>I&#039;ll admit that I&#039;ve never used PyGame, but from what I&#039;ve read it seems to fit the bill.
I really like Python because I was able to write a moderately complex program the same afternoon I started reading the language reference.  The tools are nice, and the language syntax is very clean.  Admittedly, I&#039;m a programmer by training, but it seems the language was really easy to use.
My further thoughts,</description> <content:encoded><![CDATA[<p>I&#8217;ll admit that I&#8217;ve never used PyGame, but from what I&#8217;ve read it seems to fit the bill.</p><p>I really like Python because I was able to write a moderately complex program the same afternoon I started reading the language reference.  The tools are nice, and the language syntax is very clean.  Admittedly, I&#8217;m a programmer by training, but it seems the language was really easy to use.</p><p>My further thoughts,</p> ]]></content:encoded> </item> <item><title>By: Raph</title><link>http://www.raphkoster.com/2005/11/01/how-to-prototype-a-game-in-under-7-days/comment-page-1/#comment-35</link> <dc:creator>Raph</dc:creator> <pubDate>Wed, 02 Nov 2005 16:19:56 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=130#comment-35</guid> <description>I used Python back in the Privateer Online days and for a while thereafter. I thought it was a really cool language, but I never found a way to throw up an animating sprite on screen in five lines, which is what I really wanted. Maybe PyGame can do that now, I don&#039;t know?</description> <content:encoded><![CDATA[<p>I used Python back in the Privateer Online days and for a while thereafter. I thought it was a really cool language, but I never found a way to throw up an animating sprite on screen in five lines, which is what I really wanted. Maybe PyGame can do that now, I don&#8217;t know?</p> ]]></content:encoded> </item> <item><title>By: Psychochild</title><link>http://www.raphkoster.com/2005/11/01/how-to-prototype-a-game-in-under-7-days/comment-page-1/#comment-34</link> <dc:creator>Psychochild</dc:creator> <pubDate>Wed, 02 Nov 2005 12:43:47 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=130#comment-34</guid> <description>Very interesting, Raph.  I tend to be a bit more minimalist.  I just cut squares out of paper for tokens, or use coins.  Glass beads are also nice.
One comment about programming, have you tried out Python instead of Lua?  It&#039;s fairly good for rapid development, and the syntax is really nice, especially for people that aren&#039;t hard-core programmers.  (The hard-core programmers tend to dislike the syntax, even, but I&#039;ve found people take to it easily.)  You can find information about the game development side of it at http://www.pygame.org/ if anyone&#039;s interested.
Have fun,</description> <content:encoded><![CDATA[<p>Very interesting, Raph.  I tend to be a bit more minimalist.  I just cut squares out of paper for tokens, or use coins.  Glass beads are also nice.</p><p>One comment about programming, have you tried out Python instead of Lua?  It&#8217;s fairly good for rapid development, and the syntax is really nice, especially for people that aren&#8217;t hard-core programmers.  (The hard-core programmers tend to dislike the syntax, even, but I&#8217;ve found people take to it easily.)  You can find information about the game development side of it at <a
href="http://www.pygame.org/" rel="nofollow">http://www.pygame.org/</a> if anyone&#8217;s interested.</p><p>Have fun,</p> ]]></content:encoded> </item> <item><title>By: GameDevBlog</title><link>http://www.raphkoster.com/2005/11/01/how-to-prototype-a-game-in-under-7-days/comment-page-1/#comment-234</link> <dc:creator>GameDevBlog</dc:creator> <pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=130#comment-234</guid> <description>&lt;!--%kramer-pre%--&gt;  So this is an inspiring article. And Raph Koster adds some commentary.  What I&#039;m worried about now is publishers saying, &quot;Hey look, these guys can prototype a game in seven days.  How come you need six months to do preproduction?&quot; But not really. One interesting thing in the article is the anti-brainstorming stuff.&lt;!--%kramer-post%--&gt;</description> <content:encoded><![CDATA[<div
style="padding:15px; border-left:1px solid #dedede; border-bottom:3px solid #CCEBF7; background-color:#fcfeff"><p> So this is an inspiring article. And Raph Koster adds some commentary.  What I&#8217;m worried about now is publishers saying, &#8220;Hey look, these guys can prototype a game in seven days.  How come you need six months to do preproduction?&#8221; But not really. One interesting thing in the article is the anti-brainstorming stuff.</p></div> ]]></content:encoded> </item> <item><title>By: jay is games - Jay Bibby's flash and casual game reviews</title><link>http://www.raphkoster.com/2005/11/01/how-to-prototype-a-game-in-under-7-days/comment-page-1/#comment-4721</link> <dc:creator>jay is games - Jay Bibby's flash and casual game reviews</dc:creator> <pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=130#comment-4721</guid> <description>&lt;!--%kramer-pre%--&gt;will be selected for a paid summer internship with the company.  Cheers to Kyle for the party invite and to the other Kyle for keeping me laughing throughout the presentation! You guys rock! =)  For more details about the GDC presentation, check outRaph Koster&#039;s blog where he expounds on the concept of rapid prototyping and even offers up a &quot;game design prototype kit&quot; to use when fleshing out that killer game design idea. Cheers, Raph!&lt;!--%kramer-post%--&gt;</description> <content:encoded><![CDATA[<div
style="padding:15px; border-left:1px solid #dedede; border-bottom:3px solid #CCEBF7; background-color:#fcfeff"><p>will be selected for a paid summer internship with the company.  Cheers to Kyle for the party invite and to the other Kyle for keeping me laughing throughout the presentation! You guys rock! =)  For more details about the GDC presentation, check outRaph Koster&#8217;s blog where he expounds on the concept of rapid prototyping and even offers up a &#8220;game design prototype kit&#8221; to use when fleshing out that killer game design idea. Cheers, Raph!</p></div> ]]></content:encoded> </item> <item><title>By: Ramblings of a little Blue Gnoll</title><link>http://www.raphkoster.com/2005/11/01/how-to-prototype-a-game-in-under-7-days/comment-page-1/#comment-5451</link> <dc:creator>Ramblings of a little Blue Gnoll</dc:creator> <pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=130#comment-5451</guid> <description>&lt;!--%kramer-pre%--&gt; Blogroll  Joel on SoftwareRaph Koster Sunny Walker Thoughts for Now Sex, Lies and Advertising&lt;!--%kramer-post%--&gt;</description> <content:encoded><![CDATA[<div
style="padding:15px; border-left:1px solid #dedede; border-bottom:3px solid #CCEBF7; background-color:#fcfeff"><p> Blogroll  Joel on SoftwareRaph Koster Sunny Walker Thoughts for Now Sex, Lies and Advertising</p></div> ]]></content:encoded> </item> </channel> </rss>
