In this blogpost we will look back at the implementation of our digital prototype and how it evolved to what it is today. Now that DinoTopHat has set its first steps into the world with our release through social media, it seemed like a good idea to already have a little recap of where we came from, where we are now and where we want to go with DinoTopHat. That's why we will go over the implementation in this blogpost.
In the first session we decided to look at the Libgdx development framework for the implementation of our game. Since none of us had any experience developing games with Libgdx, we started out by learning how to work with it. One of the first things we did after installing it, was implementing a little game described one of the Libgdx tutorials. This game was about catching falling raindrops with a bucket. A screenshot of this game is posted below.
|
Tutorial Game |
This gave us a good view on how to develop games with Libgdx. This game was furthermore easily adjusted to a very early version of a digital prototype for our own game. We needed to change some sprites, introduce the lanes, alter the controls and the first protoype was finished. That way we quickly had a game that visually resembled our first concept art we posted on this blog. Our only goal of making this version was simply to get the hang of Libgdx and maybe to see if the controls we intended to use were feasible. We can't post an actual screenshot of that version, because we no longer have the code.
|
The first concept art |
In one of the next sessions we started building and evaluating the paper prototype for our casual game. This way we decided which other screens we wanted to put in the game and which features we would be adding to our first official digital prototype. So we set out to implement all features we had in mind and a week later our first official digital prototype was finished. The most important features we added were (with screenshots below):
Geen opmerkingen:
Een reactie posten