{"id":135,"date":"2019-01-16T21:24:05","date_gmt":"2019-01-16T21:24:05","guid":{"rendered":"http:\/\/mycours.es\/gamestudio2019\/?page_id=135"},"modified":"2025-04-08T12:08:05","modified_gmt":"2025-04-08T12:08:05","slug":"prototyping","status":"publish","type":"page","link":"https:\/\/mycours.es\/egd\/prototyping\/","title":{"rendered":"Prototyping"},"content":{"rendered":"<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-1299\" title=\"Screen Shot 2014-10-30 at 12.05.47 PM\" src=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/Screen-Shot-2014-10-30-at-12.05.47-PM.png\" alt=\"\" width=\"993\" height=\"490\" \/><\/p>\n<h1>What is a prototype?<\/h1>\n<p>-A game prototype is not a finished product but a dynamic, computational &#8220;sketch&#8221; of your game, a proof of concept.<\/p>\n<p>-Prototypes are usually developed with the fastest techniques: paper, accessible editors, pre-existing engines, &#8220;fast loop&#8221; game engines like Unity.<\/p>\n<p>-Because of that, prototypes in the industry are typically thrown away, even if they are successful. The actual development starts from scratch.<\/p>\n<p>-Prototypes use placeholder assets. Concept art can be done separately to set a style and visual\/polish goal.<\/p>\n<p>-Most prototype fail: turn out to not be good or feasible ideas or don&#8217;t generate the desired dynamics (fun or else). That is not a problem.<\/p>\n<h1>Why prototyping?<\/h1>\n<p>The reasons for building a prototype are varied. Here are some examples:<\/p>\n<h3>&gt; To have a finished game at the end of a fixed time, such as in a game jam<\/h3>\n<p>Indie games that started in a jam<\/p>\n<p><strong>\u00a0<\/strong>The concept can be stated in one sentence: a FPS in which time progresses only when you move.<\/p>\n<p><iframe loading=\"lazy\" title=\"SUPERHOT prototype gameplay\" width=\"840\" height=\"630\" src=\"https:\/\/www.youtube.com\/embed\/pzTW2uxWLhc?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe><\/p>\n<p><iframe loading=\"lazy\" title=\"SUPERHOT  - Full Game Walkthrough \u3010No Deaths\u3011\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/n5lu4Gyb1KM?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe><\/p>\n<p><iframe loading=\"lazy\" title=\"Keep Talking and Nobody Explodes. Co-op Oculus Rift + Razer Hydra Game\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/_WYs3Xxh3XE?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe><\/p>\n<p>\u201cWe made our prototype at the Global Game Jam, and we also made a video of people playing it,\u201d said Kane. It got a surprising amount of views, so of course, one of the team members quit his job and they went all in on developing the game full-time.<br \/>\n\u201cDemoing was going to be this ongoing process, all throughout development&#8221;<\/p>\n<p>Joke tweet from a parody account<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"alignnone wp-image-139 size-full\" src=\"http:\/\/mycours.es\/egd\/files\/2019\/01\/Screen-Shot-2019-01-16-at-5.16.43-PM.png\" alt=\"\" width=\"1228\" height=\"642\" srcset=\"https:\/\/mycours.es\/egd\/files\/2019\/01\/Screen-Shot-2019-01-16-at-5.16.43-PM.png 1228w, https:\/\/mycours.es\/egd\/files\/2019\/01\/Screen-Shot-2019-01-16-at-5.16.43-PM-300x157.png 300w, https:\/\/mycours.es\/egd\/files\/2019\/01\/Screen-Shot-2019-01-16-at-5.16.43-PM-768x402.png 768w, https:\/\/mycours.es\/egd\/files\/2019\/01\/Screen-Shot-2019-01-16-at-5.16.43-PM-1024x535.png 1024w, https:\/\/mycours.es\/egd\/files\/2019\/01\/Screen-Shot-2019-01-16-at-5.16.43-PM-1200x627.png 1200w\" sizes=\"auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px\" \/><\/p>\n<p><a href=\"https:\/\/kotaku.com\/5898401\/play-more-than-200-ridiculous-peter-molydeux-games-right-now\">Molyjam<\/a> a Game jam based on the joke account.<\/p>\n<p><iframe loading=\"lazy\" title=\"Donut County (Full Game Walkthrough, No Commentary)\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/K4hpM5wOJCI?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe><\/p>\n<p><iframe loading=\"lazy\" title=\"Failure Workshop: The Story of &#039;Kachina&#039;\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/dWadgcbtFe4?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe><\/p>\n<p>Nice story outlining the missteps and lessons from prototype to final game.<\/p>\n<p>&nbsp;<\/p>\n<p><strong>Games ideated within company-wide &#8220;jams&#8221;<\/strong><\/p>\n<p>Goat Simulator: started as a joke in an internal jam, made\u00a0$12 million in revenue, created the youtube bait genre.<\/p>\n<p><iframe loading=\"lazy\" title=\"An hour with Goat Simulator - No commentary\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/7t1sCo9Fy3Q?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe><\/p>\n<p>&#8221;<\/p>\n<p><iframe loading=\"lazy\" title=\"Amnesia Fortnight 2014 \/\/ Day 0\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/TTzTjf-I-A8?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe><\/p>\n<p><i>Costume Quest<\/i>\u00a0is a result of a series of &#8220;Amnesia Fortnights&#8221; that\u00a0<a class=\"mw-redirect\" title=\"Double Fine Productions\" href=\"https:\/\/en.wikipedia.org\/wiki\/Double_Fine_Productions\">Double Fine<\/a>\u00a0had used during the period of\u00a0<i><a title=\"Br\u00fctal Legend\" href=\"https:\/\/en.wikipedia.org\/wiki\/Br%C3%BCtal_Legend\">Br\u00fctal Legend<\/a><\/i><span class=\"nowrap\">&#8216;<\/span>s development when they were unsure of their publisher. During the Amnesia Fortnights, the team split into four smaller groups and worked on prototypes for potential future games, later presenting these to the rest of the Double Fine team for review.<\/p>\n<p>&nbsp;<\/p>\n<p><strong>Student games that became commercial projects<\/strong><\/p>\n<p><iframe loading=\"lazy\" title=\"Narbacular Drop Gameplay\" width=\"840\" height=\"630\" src=\"https:\/\/www.youtube.com\/embed\/tNG52b_jLYc?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe><\/p>\n<p><iframe loading=\"lazy\" title=\"Portal - Full Walkthrough\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/0P2dzIa6pZY?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe><\/p>\n<p><iframe loading=\"lazy\" title=\"Experimental Gameplay: Tower of Goo\" width=\"840\" height=\"630\" src=\"https:\/\/www.youtube.com\/embed\/uJoa6JyXtEk?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe><\/p>\n<p><iframe loading=\"lazy\" title=\"World of Goo Remastered | Official Game Trailer | Netflix\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/3YL7uguvtlE?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe><\/p>\n<p><iframe loading=\"lazy\" title=\"Tech Demo for Pillow Castle&#039;s First Person Puzzler (Superliminal)\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/HOfll06X16c?start=263&#038;feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe><\/p>\n<p><iframe loading=\"lazy\" title=\"Superliminal - State of Play Trailer | PS4\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/kl5qbQQsV3I?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe><\/p>\n<p>&nbsp;<\/p>\n<p><strong>Game Mods as prototypes<\/strong><\/p>\n<p><iframe loading=\"lazy\" title=\"The Stanley Parable (original 2011 mod, full playthrough &amp; all endings)\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/gblvOhnv2k0?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe><\/p>\n<p><iframe loading=\"lazy\" title=\"THE STANLEY PARABLE - All Endings Walkthrough\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/fgmIk_aOCRs?start=2288&#038;feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe><\/p>\n<p><iframe loading=\"lazy\" title=\"Dear Esther (2012) vs. Dear Esther (2008)\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/EZvIZ6eEGSI?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe><\/p>\n<p>&nbsp;<\/p>\n<h3>&gt; To have the core of a game playable quickly. Especially if it&#8217;s a risky and novel idea.<\/h3>\n<p>Nintendo ARMS<\/p>\n<p><iframe loading=\"lazy\" title=\"ARMS Gameplay Walkthrough Part 1 (Nintendo Switch) No Commentary\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/iwRthyVBWM4?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe><\/p>\n<p>The prototypes<\/p>\n<p><iframe loading=\"lazy\" title=\"ARMS&#039; prototypes\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/Lde75e3GCfc?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe><\/p>\n<p>Zelda Breath of the Wild prototype<\/p>\n<p><iframe loading=\"lazy\" title=\"The Legend of Zelda : Breath of The Wild : NES prototype [GDC 2017]\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/Bk5swSyJ5zQ?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe><\/p>\n<p>Braid<\/p>\n<p><iframe loading=\"lazy\" title=\"Jonathan Blow: Indie Prototyping\" width=\"840\" height=\"630\" src=\"https:\/\/www.youtube.com\/embed\/ISutk1mauPM?start=1582&#038;feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe><\/p>\n<p>(proto starts at 26)<\/p>\n<h3>&gt; To select the best idea from a set of alternatives.<\/h3>\n<p>Journey<\/p>\n<p><iframe loading=\"lazy\" title=\"Journey - Gameplay \/ Playthrough (No Commentary)\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/bkL94nKSd2M?start=207&#038;feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe><\/p>\n<p><iframe loading=\"lazy\" title=\"Journey Prototype 3 of 6 - Dragon\" width=\"840\" height=\"630\" src=\"https:\/\/www.youtube.com\/embed\/a16DyGGGPwQ?list=PLvsjJ4xD-kloD-N30yBOoUPAZTrX3fpR8\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe><\/p>\n<p><a href=\"https:\/\/www.youtube.com\/watch?v=rdfzpkmmLqU&amp;list=PLvsjJ4xD-kloD-N30yBOoUPAZTrX3fpR8\">Full prototype playlist<\/a><\/p>\n<h3>&gt; To test the technical feasibility of an idea: where the idea can be anything from a full game to a graphics technique or AI algorithm.<\/h3>\n<p>Such prototypes attempt to respond a well formulated <strong>question<\/strong><\/p>\n<p>Left 4 Dead companion\u00a0AI<\/p>\n<p><iframe loading=\"lazy\" title=\"AI-driven Dynamic Dialog through Fuzzy Pattern Matching\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/tAbBID3N64A?start=547&#038;feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe><\/p>\n<p>(start at 9min)<\/p>\n<p>Minecraft terrain generator<\/p>\n<p><iframe loading=\"lazy\" title=\"Archive Footage: &quot;cave game tech test&quot;\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/ToEFJC1xjU8?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe><\/p>\n<h1>What is a good prototype?<\/h1>\n<p>It depends on the purpose. In general from a good prototype you should be able to tell:<\/p>\n<p>&gt; Can the player make meaningful decisions?<\/p>\n<p>&gt; Is the player getting the feedback they require to make good decisions?<\/p>\n<p>&gt; Are the major risk \/ reward schedules in place?<\/p>\n<p>&gt; What is the pacing of the experience?<\/p>\n<p>&gt; Is there enough meat here to hang the rest of the game on?<\/p>\n<p>From <a href=\"http:\/\/www.lostgarden.com\/2005\/08\/common-game-prototyping-pitfalls.html\" target=\"_blank\" rel=\"noopener noreferrer\">Common game prototyping pitfalls<\/a><\/p>\n<h1>How to prototype<\/h1>\n<p>Obviously there is no definitive answer. Assuming you already defined the concept or the <strong>question <\/strong>that the prototype is supposed to answer, my recommendation is to roughly follow this path (a for programmers and b for artists):<\/p>\n<p>1- Paper prototype <em>in your head<\/em> as much as you can: make sketches and mockups to visualize your idea. If you are working within a team, use big sheets of paper or dry-erase boards, letting every member clearly see and participate.<\/p>\n<p>2a- Look for a tool or a template that simplifies the non-experimental parts and takes care of the basic infrastructure, especially if it&#8217;s a twist on an established genre (e.g. super hot).<\/p>\n<p>2b- Gather concept art and music to create an emotional target.<\/p>\n<p>3a- Implement the controls and create a &#8220;toy&#8221; around your core mechanic. A toy is not a game, it has no goals, no levels. It&#8217;s just a dynamic, interactive system.<\/p>\n<p>3b-Identify an economic workflow for your assets creation. (We&#8217;ll talk about economic visual strategies soon).<\/p>\n<p>4a- Implement a goal based on the interaction that feels more fun or interesting. At this point you may even reconsider the original theme. Embrace happy accidents, don&#8217;t get too attached to the original pitch.<\/p>\n<p>4b-\u00a0\u00a0Identify a key asset that will define the visual style. If working in 2D create a mock screenshot. Work on many assets in parallel: you don&#8217;t want to end up with a detailed avatar and an incomplete level.<\/p>\n<p>5a- Add only\u00a0<strong>one<\/strong> secondary mechanic or element at a time. Does it integrate with the previous moving parts adding complexity through emergence? Does it break the original mechanic? Iterate until you are out of time.<\/p>\n<p>5b- Add the music as soon as you can, add visual assets even if they are still temporary. Proceed by incremental refinements.\u00a0Iterate until you are out of time.<\/p>\n<p><strong>Other general principles, easier said than done:<\/strong><\/p>\n<p>&#8211; Keep in mind this cartoon about the concept of minimum viable product<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"alignnone wp-image-145 size-full\" src=\"http:\/\/mycours.es\/egd\/files\/2019\/01\/spotify-mvp-e1547687054450.jpg\" alt=\"\" width=\"529\" height=\"354\" srcset=\"https:\/\/mycours.es\/egd\/files\/2019\/01\/spotify-mvp-e1547687054450.jpg 529w, https:\/\/mycours.es\/egd\/files\/2019\/01\/spotify-mvp-e1547687054450-300x201.jpg 300w\" sizes=\"auto, (max-width: 529px) 85vw, 529px\" \/><\/p>\n<p>-Cut all corners, hardcode everything if it&#8217;s faster, fake it, don&#8217;t worry about messy code or inelegant data structures.<\/p>\n<p>&#8211; Agility: make your prototype easy to change and tune. This can be at odds with the point above.<\/p>\n<p>-Before implementing something, ask yourself it&#8217;s strictly necessary or if just something you are adding because you&#8217;ve seen it in other games<\/p>\n<p>-Identify and avoid time drains. Some non-core aspects can take a long time to implement:\u00a0GUI, animation, procedural generation, cutscenes, etc.<\/p>\n<p>-Multiple programmers and multiple artists can be a problem under severe time constraints. You shouldn&#8217;t spend too much time communicating, coordinating and making production schedules.<\/p>\n<p>-Continuous feedback and collaboration may not always be useful when prototyping:<strong><br \/>\n<\/strong><br \/>\n<img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-1296\" title=\"EGP\" src=\"http:\/\/mycours.es\/gamedesign2014\/files\/2014\/10\/EGP.jpg\" alt=\"\" width=\"366\" height=\"242\" \/>In some context it makes sense to parallelize the prototyping phase, in order to create friendly competition, and try more ideas at the same time, and mitigate the risk of failure.<\/p>\n<p>*Some points are adapted from the classic:\u00a0<a href=\"http:\/\/www.gamasutra.com\/view\/feature\/130848\/how_to_prototype_a_game_in_under_7_.php\" target=\"_blank\" rel=\"noopener noreferrer\">How to Prototype a Game in Under 7 Days<br \/>\n<\/a><\/p>\n<p>&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>What is a prototype? -A game prototype is not a finished product but a dynamic, computational &#8220;sketch&#8221; of your game, a proof of concept. -Prototypes are usually developed with the fastest techniques: paper, accessible editors, pre-existing engines, &#8220;fast loop&#8221; game engines like Unity. -Because of that, prototypes in the industry are typically thrown away, even &hellip; <a href=\"https:\/\/mycours.es\/egd\/prototyping\/\" class=\"more-link\">Continue reading<span class=\"screen-reader-text\"> &#8220;Prototyping&#8221;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"parent":0,"menu_order":14,"comment_status":"closed","ping_status":"closed","template":"","meta":{"footnotes":""},"class_list":["post-135","page","type-page","status-publish","hentry"],"_links":{"self":[{"href":"https:\/\/mycours.es\/egd\/wp-json\/wp\/v2\/pages\/135","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/mycours.es\/egd\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/mycours.es\/egd\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/mycours.es\/egd\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/mycours.es\/egd\/wp-json\/wp\/v2\/comments?post=135"}],"version-history":[{"count":12,"href":"https:\/\/mycours.es\/egd\/wp-json\/wp\/v2\/pages\/135\/revisions"}],"predecessor-version":[{"id":137,"href":"https:\/\/mycours.es\/egd\/wp-json\/wp\/v2\/pages\/135\/revisions\/137"}],"wp:attachment":[{"href":"https:\/\/mycours.es\/egd\/wp-json\/wp\/v2\/media?parent=135"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}