1
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I have a question about today.

2
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So we're currently just the core mechanic.

3
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So there are two assignments today.

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We create a core mechanic and a working prototype.

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Now I'm trying to figure out what's the difference.

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Are you saying a working prototype for the core mechanic, right?

7
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Yes, yeah.

8
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So I mean, kind of think of it like

9
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you're going to design out the core mechanic

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and kind of figure out the logic and flow of it.

11
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And then you're actually going to build it.

12
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Okay.

13
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Oh, like that way you think about it before you build it.

14
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So you're not like building it and then changing your mind

15
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while you're building it like I do all the time.

16
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Because that's not a very productive method for development.

17
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It works great when you're dinking around,

18
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but for larger scale things,

19
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you want to plan it out and write it out before you build it.

20
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Got it.

21
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Yeah.

22
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Kind of like when we were talking about the game manager,

23
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scene manager player character,

24
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but ideally for this, you should just be worried about the player character.

25
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You can implement the other stuff later.

26
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Does anyone have any questions?

27
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Yes, Mr. Tony. The demo, is it a video or a showcase in the gameplay?

28
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Whichever you're most comfortable with. I'm not going to require one way or the other.

29
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If you end up wanting to do a demo, if you would rather do a video than play in front of people,

30
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then show that off. I don't know if you guys watch any of the E3 things.

31
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They do it however they want. There's some cases where they do a live gameplay demo.

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There's some cases where they just do a recorded video demo, stuff like that.

33
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If you're doing a gameplay demo, I'd recommend trying to make a build of it rather than running

34
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it from the editor itself and having it loaded in the background ready to go.

35
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Thank you. Yeah, no problem.