There was some modeling done today, but mostly I was watching tutorials on the gnomon workshop to learn more artistic related things, such as how to use Photoshop effectively for painting and sketching. I also did create a small Trello board for myself just to have my little tasks listed so I can check them as I finish. There was also created a small document to list out all the modular pieces I could create to make most of the items I need for my game.
So, I will power through some more tutorials and create some character sketches next. I have the initial mock object already in Unity, so as soon as I am pleased with the character I want to create I will model and texture it and place it in my little mock world to see how it looks.
I am in no way worried about the programming side of things, and see no reason to rush into making some input logic, just to watch some basic game interaction between 3D primitives to try and get a feel what the game might be.
The plan is to do everything on my own; Design, Art, Programming and Music. And in that case I need to keep brushing up on my artistic background to get into the groove of creating content and to do it well, not getting lost in trying to be clever with game mechanics and logic from the get go. Most programmers are inclined to make games that can be played and enjoyed with programmer art only, can work without much input from artist and are challenging and well balanced. There are a lot of interesting games to be found like that in the indie game scene, but that is not the only thing I will be focusing on. I intent to have interesting puzzles yes, and make it look good while you solve them along with having nice background music and sound effects.
I don’t think there is any one correct way of creating game prototypes. You just need a way to see what the final game might play and look like. Something that is accurate enough so that you could say that it has potential and deserves a risk to see it through.
If you can explain a game accurately without giving a running demo you should probably go that route. But, If you are creating such novel game mechanics that have never before seen the light of day, you might find yourself forced to make a playable demo to visualize it properly. If the game mechanic exists in another video|board game, you should use that as your example instead of spending too much effort duplicating such features in a custom executable.
Work hard and prosper!