Polish in Prototype
summary
Argues that targeted polish measurably reduces prototype risk: a quick procedural mesh workaround exposes a second UV channel in Unreal instead of months of engine work; switching to squad-level replication and client-side determinism scales a server from hundreds to ~1,700 units; a data-driven four-stage weapon system lets dozens of guns be swapped and balanced instantly; client-authoritative hit confirmation makes laser weapons playable at ~400 ms ping; missing aim-down-sights blocks new players, so input-scaling and simple auto-aim fixes restore playability.
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chapters (31)
- 0:00Intro
- 0:43Wargaming Sydney
- 1:38Generalized Content
- 2:09What shall we talk about?
- 3:17Definition
- 5:24Practicality of Polish
- 6:48WHY: Enable Iteration
- 7:39WHY: Draw Attention
- 8:42WHY: Remove Distractions
- 9:54WHEN: Early or Late
- 10:53WHAT: Applications
- 15:34Align on Hypothesis
- 16:32It starts with an Engine
- 17:45Reduce Uncertainty
- 18:22Existing Content
- 19:17Preconceptions
- 20:47Store bought Assets
- 21:23Previous Prototypes
- 22:14TECHNICAL: Maximum Effort
- 25:54Expected features
- 26:24Precision Aiming
- 29:05Auto-aim
- 30:25Client-side Authority
- 32:38Weapon System
- 35:09Constraining to a Grid
- 36:07Simple AI
- 37:05Juice Talk
- 37:38JUICE: Polished Core
- 38:35Single Abilities
- 39:36JUICE: Impact Effects
- 40:39Summary
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