The Power of POC in Game Development

What is a POC?  It stands for “Proof of Concept”

Ok, so that is out of the way, what is a POC used for?  We used it for Violent Sol Worlds early on to verify to ourselves that certain game play elements would be fun.  We made three POC’s.  The first was the top down walking and shooting, the second was the car driving, and the third was crafting.

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Each one of these POC’s had a singular purpose.  They were built to determine if the individual game play element was entertaining enough to be in a game.  We saw the potential for all three to be entertaining so Violent Sol Worlds was born into development. The POC’s were very useful and we used them effectively to understand if the game idea we had was actually a game that would be entertaining.

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Now we are far along in development and we found another reason to use a POC.  That reason was physics.  We have had several iterations of our physics now and wanted to get a version that would be the correct version for Violent Sol Worlds.  So we determined that a POC would be a good way to get there.

So we started making a new program that would simulate closely the game when it pertains to physics.  The purpose was for a simple, only physics, POC that would show that the physics implementation was more correct for the game.  Once we had something that worked well we began to plug it into the game.

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Once we plugged the physics into the game, we began to debug the integration issues.  Here is where a POC is proving very useful.  The integration of the new physics required a lot of changes in the game.  This was complex, but the physics system itself remained intact from the POC.  We are having an interesting mathematics issue which is causing the player to be able to move through objects in specific directions.

Tracing through the code was not good enough and proved to be misleading.  So we took the exact physics body files from the game and put them into the physics POC and tried to duplicate the problem there.  Turns out the POC works great.

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What do we do now?  We plan on debugging the two implementations at the same time and walking through the code step by step and seeing what part of the math deviates and when.  This will help pinpoint the problem and get us closer to fixing this problem.

So it turns out writing POC’s is a very powerful tool in all stages of game development.  I strongly recommend that you use them to help you develop systems for your games.  It simplifies things and gives you a tool that helps in your debugging and learning. Let us all know how you’ve used POC’s in your game development by leaving a comment.

Also come check out the game here on IndieDB

Validation, Get Your Validation Here

Everyone has  ton of ideas.  Ideas come so often that it is mind blowing that there really isn’t a flooded market for games.  The issue is really how do you refine those ideas down in to the one you want to make.

To do this my team has done a fairly simple process.  We take a meeting or two and brainstorm all the crazy ideas out on the board.  During this phase there are no dumb ideas.  Throw everything on the board.  Violent Sol Worlds came out of a combination of a destruction derby top-down game and a top-down survival game.  You never know what saying one idea with another will do to your head and what will come out.

Once you have your list simply start eliminating, for now, the ones that either you don’t like or cannot do.  The list should get smaller and smaller until you get down to a few.  Talk about them, see what you love about them all.  One will jump out at you as something that should be created.  To me this is not enough.  Just your idea is not enough to say it should be made.

You need opinions.  So what I do is simply start marketing it.  Go to social media and start talking about it.  As you are creating your POCs, you should POC everything, be telling people about it.  If they react well to the idea you will feel it.  Show concept sketches, Show game-play POCs.  Show everyone anywhere about the idea.  The people of the internet will tell you if you can sell the game.

To me at this point you have the two vital questions answered.  Do you love the idea, and will people respond to it.  If the answer to both those questions is yes then your idea is validated and should be created.  If one of those answers is no then go back to the brainstorming stage and find one that will work better.  Remember if this current idea is not good there are 500 million more in your head waiting for you to get all excited about.


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Proof of Concept (POC) Everything

There is a good quote that always strikes me and I believe it is a good call to action for POCs.

Our approach to making games is to find the fun first and then use the technology to enhance the fun

-Sid Meier

If you just start coding your game from idea and start throwing stuff in you are not necessarily finding the fun first.  What I like to do is to figure out a cool concept, as few neat sounding game-play elements and code up some quick little programs to show off those game-play elements.

The key here is speed.  Do not spend time designing an awesome architecture.  Do not spend time making sure it is pretty.  Get the game-play in to your own hands and see if you still think it is fun.  For example, for Violent Sol Worlds we started off with the idea we wanted a top-down shooter.  So I started to create a POC of a guy shootingCowAndGuy.

This POC at first looked terrible, with borrowed graphics but I could walk around and shoot one immobile cow.  It turned out that it was fun to shoot an walk around, but the addition of blood from the cow made it more fun.  The feedback was the true start of fun.  At that point I thought the cow was detracting from the fun because it was an innocent cow.  What would it be like to shoot something that moved, and shoot stuff like a building etc?

  So I quickly threw in a wall and animated a bug creature I had been drawing.  It was a lot more fun to shoot something moving.  But the feedback was BLOODall wrong now for the bugs.  They would need to die.  So I coded in hit points and had them disappear when it hit 0.  This still broke the experience and the fun.

When I added blood and body parts from the bugs being shot and killed it changed the world.  It turned from something that I would launch and stop in seconds to something I found myself playing for minutes and it was just a POC.
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You see without the POC I would not have noticed so many subtle things that make the action game-play fun.  It is about moving around and shooting, but it was more about what you were shooting and how it felt to shoot them than anything else.  This process did not take weeks, it took hours and the learning experience it was, was worth every minute.  It changes designs, it effects decisions, and best of all it’s a quick process and adds value.  


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