   Prototype "Requirement" Recommendations
  After the advice (much of it less than friendly) in the Help Wanted forums, I've decided to put together, alone, a prototype for a smaller, more managable project that could be easily accomplishable by an inexperienced team.  Just to clarify, this is more of a resume STARTING opportunity, not a AAA-commercial attempt.  So, please don't jerk me over the "inexperienced" issue, like in Help wanted, lol.  Now, my questions are...First, what would you all generally "require" in a prototype, for you to take it seriously?  What I'm getting at is this:  I'm a novice programmer, which is what my position will be in my projects.  Even though I know a bit about Blender, rigging (very little), etc., I'm far from having any graphic artist abilities that are impressive.  Would a prototype of free models (some less quality than others, and some possibly even untextured) with obviously poor animation still be something the majority of you would take serious, given it would be a solo attempt, just to gain support, show a bit of the general game idea and my interest/dedication?  Or would it come across more of a, well... half-ass attempt?Second, just to steam-line the process, and get down to the REAL game development process quicker, would you all recommend using a pre-fabricated engine for the prototype, even if you're planning on designing the game without that engine?  For example, would it be wise or acceptable to use Torque or Visual3D.NET or Unity (which I'd use in my particular case) to put down a quick, minimal demo to gain a team, knowing that you won't use these type of projects in creating the game itself?I know suggestions could be found in articles, but I want some actual feedback on the issue. Thanks!   
  Well, what is your main goal ? Your goal should be represented in the prototype. So, do you want to create an new next gen engine, a "standard" MMORPG with fantastic art or a game with an major focus on some new gameplay ?The prototype is some kind of proof of concept, so if you want to create an new engine, dont use a existing engine, if you want to make fantastic art, dont use existing art. If you just want to create a game with some new gameplay, existing art and an existing engines are just tools to represent your goal, a vision in this case.If you want to create the next big MMORPG with an homebrew next gen engine and fantastic art based on some never seen new gameplay.. well, this will be hard to archive, but a prototype should atleast proof all your major concepts,including good art, good programming skills and some workable gameplay.;Make REAL game and proto with same tech.In proto you can use placeholders for just about everything.In proto you should demonstrate main points of game.(the points that make game interesting.)The proto is your marketing material, so make it work just like good Ad.This might sound littlebit cheating, but it works.Make some wonderfull camera drives / cut scenes,and use lots of cheap & impressive effects./Tyrian   ;  Ashaman already pointed this out, somewhat: Attracting people shouldn't be the only purpose of the prototype. It should be a test for the gameplay concept or a new algorithm/technique/datastructure you are not familiar with.If you want to be a programmer on the later project I would suggest to code the prototype in the engine you are planning to use (as far as this is possible). It will give you the opportunity the get to know the engine and test the architecture you had in mind.If you want a quick test of your gameplay concept without much coding, use whatever engine you are familiar with and does the job. I remember the "Yo Frankie" team used to test several things in the blender engine although the actual game used s.th. else (I might be mistaken here).About art: To be honest I think art and a good concept are very important, more important than any algorithm or shading, but I wouldn't concern myself with art too much in the prototype (given that you are not aiming for an AAA title).Best thing to do here is to start out with some coder art and get the prototype to a playable state.And keep in mind, even if you don't manage to gain enough support, you will gather a hell lot of experience from the attempt.   ;  For assets, the biggest thing I would want to see is consistency. Having a wide mix of high-and-low quality models and textures and stuff in different styles would be distracting because of all the visual dischord. I can probably look through crappy assets to find the essence of your idea, and even through a little clash, but a huge mixture will just make my head hurt.   ;  I personally wouldn't take a prototype seriously. I would take the person who made it seriously.For me to take the person seriously I would want to see that they had a consistent vision of what they want to make; a reasonable level of attention to detail; and as you mentioned, dedication.The prototype is one tool to this end, if it shows through your prototype that you have the time management skills required to complete a project, I would take you seriously.Hope this helps :)   ;Quote:Original post by DotNetDevFor example, would it be wise or acceptable to use Torque or Visual3D.NET or Unity (which I'd use in my particular case) to put down a quick, minimal demo to gain a team, knowing that you won't use these type of projects in creating the game itself?Why wouldn't you use these type of projects in creating the game itself?Quote:Original post by TyrianFinMake REAL game and proto with same tech.Agreed.   