Game Design
Game design-
“A complex design activity that gives rise to games through the creation of rule sets, resulting in play.” (http://www.instituteofplay.org/about/context/glossary/)
Game design is the look, the feel, the thyme, and the principles of the game.
It is the deciding of limits, boundaries, and rules.
If you were to design a game you would first decide the game idea (the thyme).
What will you do? Why will you do it? What will it look like? Then you would create a game layout.
You would diagram the game, and sketch the top view of a level. Then you would create the principles. How you can fight, if there is gravity, how you can move, what you can do, and so on.
The design is made, but now comes the fun part. Level design. You must now design each level, then organize them according to difficulty, and make sure that there is a constant flow of ability and challenge.
“A complex design activity that gives rise to games through the creation of rule sets, resulting in play.” (http://www.instituteofplay.org/about/context/glossary/)
Game design is the look, the feel, the thyme, and the principles of the game.
It is the deciding of limits, boundaries, and rules.
If you were to design a game you would first decide the game idea (the thyme).
What will you do? Why will you do it? What will it look like? Then you would create a game layout.
You would diagram the game, and sketch the top view of a level. Then you would create the principles. How you can fight, if there is gravity, how you can move, what you can do, and so on.
The design is made, but now comes the fun part. Level design. You must now design each level, then organize them according to difficulty, and make sure that there is a constant flow of ability and challenge.
designing video games.
Designing games...this is not a profitable job, but a hard art to learn. It is a science you can study all your life, and a skill that's value goes far. In order to design a good game, you must first know what genre the game will be in! Then who you are making the game for. The best designers learn to work with what they have, and then turn it in to a master piece. so...
1. What kind of game are you making.
2. Who are you making it for.
3. Check your resources, and use them the right way.
The question is what is the right way. It really depends on who it is. Whichever way you are going, find out if that way is the right way for you.
OK now let's get to the point. You can only go by guidelines. A good game has a goal, challenges, and obstacles.
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BALANCE.
In game design balance is a powerful thing. It can often be the difference from failure, and success. Balance is applied to game development by balancing out challenges and abilities. If you have 3 bad bugs and 2 bombs, you must balance them out. Bug 1 is affected by the bomb 1. Bug 1 is greatly affected by bomb 2. Bug 2 is not affected by bomb 1. Bug 2 is affected by bomb 2. Bug 3 must hit bomb 1, 3 times to be affected at all. This makes the game balanced out by making each bug difficult in it's own way.
EQUAL. If you have 2 things that are the same then they cancel each others out. Don't have 2 equal things.
1. What kind of game are you making.
2. Who are you making it for.
3. Check your resources, and use them the right way.
The question is what is the right way. It really depends on who it is. Whichever way you are going, find out if that way is the right way for you.
OK now let's get to the point. You can only go by guidelines. A good game has a goal, challenges, and obstacles.
==============================================================================
BALANCE.
In game design balance is a powerful thing. It can often be the difference from failure, and success. Balance is applied to game development by balancing out challenges and abilities. If you have 3 bad bugs and 2 bombs, you must balance them out. Bug 1 is affected by the bomb 1. Bug 1 is greatly affected by bomb 2. Bug 2 is not affected by bomb 1. Bug 2 is affected by bomb 2. Bug 3 must hit bomb 1, 3 times to be affected at all. This makes the game balanced out by making each bug difficult in it's own way.
EQUAL. If you have 2 things that are the same then they cancel each others out. Don't have 2 equal things.
Game Design
If the player has decisions to make, feels in control of the game, and there is a clear goal... then you have the ingredients to a good game. In fact these are the rules of game development. You know... it is the developer that makes the game a good one... in fact in indie game development the game is a reflection of the developer: for it is the little things that make the game what it is. It's the details that make a big difference of whether the player will keep playing. I gave you the basics of what you need at the beginning. Now lets get a little more detailed. i AM GOING TO quickly go through this. More detailed objects are: walls, hazards, power ups(good things like coins, weapons, or more speed ), controller objects, and unnoticeable moving objects(like birds or clouds) ect... Just make shore that spend the time to make such objects.
FEATURES AND LEVEL DESIGN
Here is a list of basic features:
1. Abilities...
2. Equipment...
3. Characters...
4. Opponents...
5. Obstacles...
6. Environments...
If you make a basic game with the rules I gave you before, and add these features you. Then you will a great start. The next thing to do is keep creteking the game
untill you can't. Reach the limite, and meany say that the limite is your imagenation. Do not forget to keep ballence in your game design. The design is every thing. Design the levels in order of challenge and abillity.
HOW TO ASK YOUR FRIENDS HOW YOU SHOULD MAKE A GAME
It's important to know how to ask you people what to put in your games, and be able to take that information and turn it in to valuable information.
First you ask the question. " So do you like good graphics better then pore graphics. ".
Answer "Well... pore graphics are fine when they all match. ".
OK so take that for example. Now take the unneeded info, and you have...:
Pore graphics are fine when they match.
So then that means that matched graphics are acceptable.
So then if all of the graphics are static looking then It's acceptable.
Maybe even professional.
So...:
1. Take the junk out.
2. Turn it in to good info.
3. Interpret it.
TIP: MAKE THE GAME AS IF THE PLAYER IS YOUR ENEMY.
FEATURES AND LEVEL DESIGN
Here is a list of basic features:
1. Abilities...
2. Equipment...
3. Characters...
4. Opponents...
5. Obstacles...
6. Environments...
If you make a basic game with the rules I gave you before, and add these features you. Then you will a great start. The next thing to do is keep creteking the game
untill you can't. Reach the limite, and meany say that the limite is your imagenation. Do not forget to keep ballence in your game design. The design is every thing. Design the levels in order of challenge and abillity.
HOW TO ASK YOUR FRIENDS HOW YOU SHOULD MAKE A GAME
It's important to know how to ask you people what to put in your games, and be able to take that information and turn it in to valuable information.
First you ask the question. " So do you like good graphics better then pore graphics. ".
Answer "Well... pore graphics are fine when they all match. ".
OK so take that for example. Now take the unneeded info, and you have...:
Pore graphics are fine when they match.
So then that means that matched graphics are acceptable.
So then if all of the graphics are static looking then It's acceptable.
Maybe even professional.
So...:
1. Take the junk out.
2. Turn it in to good info.
3. Interpret it.
TIP: MAKE THE GAME AS IF THE PLAYER IS YOUR ENEMY.