1, the blue bar just a rough picture frame
, and even borrowed the picture of the game prototype; or use paper, pens, playing cards and dice. Art means to strengthen, doubled to improve, but does not replace the games the lack of fun. If you can make at least the expression means something interesting, then have a better means of expression, it is more interesting.
2, implying
decide your game is ; on ;, is again the context of the same combination of a bunch of small game may help you a lot. The various systems will be too independent to make the content difficult to balance a game.
4, you should summarize
can from your game out of some of the key design concepts of verbs and sentences, in order to describe your idea. If you can not, you definitely wrong somewhere.
5, stylized
should be the theme of the best games, systems, and the perfect combination of expression. This will make your game more style. Do not underestimate the style of the production.
6, lengthy meetings in particular creativity useless
seminars, you want people all the time in the closing of smug, not exhausted and cynical. lengthy meeting will lead to collective considerations and too complicated. to maintain creativity and a brief discussion of the compact.
7, using the sketch of the < br> game design sketch is a very powerful tool. Sketchpad can pass through the screen, or so much information, in the early to draw down the player's gaming experience is and useful. painting a picture of the player will see and do on sketches of things and do mark an important note.
8, do not code / planning
paper on the bike plan, while riding down the street down; or in the bath; or in a separate canoe on. in any other place planning. not worry too much because they can not write it down and you lose what makes you excited to focus on those core essence. the environment changed stimulate creativity.
9, speaking and listening
fresh ideas collide with each other, even to old ideas will collide with each other in unpredictable ways, the resulting creation. you through the cheap, do not hide them.
10, each piece is different snow
if you assigned 12 people to create How these ideas, it does not matter.
11, the early consideration of asset issues
assets; doing a game or system on how much sound, photographs, and other calculations, often surprise you.
12 , steal and borrow
system is not sacrosanct. they are just tools to achieve the ultimate game. If a system is useful, took over with, even if you have seen in other games. but you did not you noticed Article sick of life.
13, early demo, demo
often the first system if you even come out before the game is very interesting, great; if not, beware. If the rule before determining arranged on the board on what is very interesting, cool; if not, beware.
14, different people play different
not been carried out with the same gang trial. disrupt them.
15, closed
see other people play the mouth when not speaking. just look, write down all their folly, because you are stupid enough, did not do the more obvious things to do.
16, you do not play
Customs people are talking about that game. but you should play about 10 minutes usually enough, but played better the first boss.
17, KISS (keep it simple, stupid)
If you There are many systems, with simple data so that each system is simple, if you have a system, spend a little time in the data.
18, algorithm, rather than a fixed data
the best game in the algorithms are enormous, which is also a variety of games are played; negative example is dependent on you to provide a fixed puzzle game. strive to do the former - you may not be able to reach (which is understandable), but you always this become more intelligent.
19, to retain all
sketches, the early documents, the old prototype, paper game, reserve rules. You never know when it will use them.
20, Do not talk to any art, games and fun
marriage, try an art form, and then try another, and then try another.
21, do not use lossy data
Photoshop's layer is your friend, High res is your friend. leading to the free structure of the link, you saved the screencap. the prototype of good deposit!
22, edited
that when you find a bunch of garbage time to remind you, even if they are only amateurs.
23, note
6 months later, you will not remember why the magic number is 37.5. in the code next to the written comments, in explain the logic in this planning case.
24, a huge
planning case they are more useless that no one would go to perform, over details of the dream of the day. an important item on the list will be used more.
25, back to the beginning every time you reach a milestone
, back to your first version of the comparison, the initial theme and the first goal. You say you want to change they can - if you really want to change them; you say you want to change them is not possible - if you do not realize they have deviated from.
26, know when to stop
adding too many easily break something. more a system, one more variable, and even multi-panel paintings in the game in a row to give it collapsed.
27, eat their own dog food
play your own game. If you think It is a pleasure, you really make some things.
28, learned to extract
learn from your design to see the underlying mathematical content, rather than the appearance of decoration. to see the source of emission Power, influence the scope of change and every second hidden keyboard percussion number. so you will be more profound understanding of the actual process of the game.
29, studying art. and programming. and marketing.
your understanding of other subjects related to the more stuff you design the better. not proficient in them - just get the basic ability.
30, do not argue with the players
they always know best their own experience. really should not have to tell them to play a waste of time. The question is why did they play.
31, attention to detail specifics of the elements
simply because a game stand out. They allow players to enjoy the joy and passion to further the game.
32, a story
whether a potential player, or a potential investor, you need to sell the game to them , way is to tell a story.
33, limit is a good thing a lot of ideas from the limitations
. If you get stuck, try to provide their own more limited, and then see what ideas come out. < br> 34, go
do once the game came out, not yours. abandon any talking about how to do games, not really to do. Anyone can use a few sheets of paper and crayons to make a game. No matter what your excuse, they are a bad excuse. You just made than others step, until you reach the end. If you complete to do one, then do one. keep doing.
36, do not yield to feel tired and frustrated if
, it is easy to reduce your standards to accommodate a number of things. This is the final product will be enormous. This difference with the compromise, compromise is inevitable, often beneficial to the product. The accommodation is generally fatal.
37, to player's perspective to consider
When you work in a system, describe what the player's actions, imagine the methods they use. practice the steps to achieve their goals, imagine the line of players to achieve this goal. from the players point of view, rather than incentives. a light, a cheer, a clear feedback.
39, use the list check game fun
important need: to do to meet the challenges; territorial / environmental issues; a variety of problem-solving choice; challenges change; the risk of failure; implementation skills; no bottom-feeding, as well as a variety of optional achievement. You may have your own list, which is a set of useful to me.
40, not fun to remove any content
you Only the blue bar box
rough picture of the screen and even borrowed the game prototype; or use paper, pens, playing cards and dice. art means to strengthen, doubled to improve, but does not replace the lack of games fun. If you can make at least the expression means something interesting, then have a better means of expression, it is more interesting.
analysis:
a good plan to take advantage of the limited resources make fun of the game. For example, the more well known to play Penguin series. This is the basic planning can not be ignored. As a plan should always exercise their own capacities in this area, such as the the number of escape, hit game is the game The basic design requires a lot of stuffing. level differences caused by, high level players can learn advanced skills, you can open the others, you can wear better equipment, you can summon more powerful baby and so on. The design is to create a to be superior, To expand the function of the legendary gang, such as to build their own city, then the city can also be upgraded by upgrading, and even buy advanced equipment. players will increase competition with the players to the gang war between. He came out of these speakers, like listen to my views. My answer is: to build this one gang, this design is very good, and very attractive. But for this, it has to do a stand-alone game. Otherwise, according to this design, in the old legend, then to add these elements, the player will be streaming from the previous gathering Tucheng spread their gang, the number will be significantly reduced Tucheng, Sabac will no longer be taken seriously, a series of changes to the old Legends of the game feeling vanished.
the core of each game has its own design, if added too many elements, the game will become mess. grasp the main line, enough to design a good game .
3, by
If you are making a big game, to recognize the fact of your big game and then a bunch of the same context the combination of small game may help you a lot. and all between the contents of the system will be too independent to make a game difficult to balance.
analysis:
game associated with the various systems need cable, or if there is no correlation between too much can cause great distress. such as games There are Class price is high, so fishing profitable players, a sense of accomplishment. but this design brings a new issue is the economy of the entire system chain of change. maybe we go fishing hh addition to the money Fishing, game, there will be . For example:
the ability of the player through the equipment, skills, and equipment to upgrade components. each is a relatively independent system, but some of them associated with a , can put the capacity of each sub-section provides good: if the player 10 capacity of 100, then the equipment-40, offers 30 skills, equipment upgrades 30. when doing equipment upgrades, it is clear: to enhance the ability of all and 30. This will make sure values, and has been able to control it.
4, you should be able to summarize
from your game design philosophy out of some of the key verbs and sentences, in order to describe your creativity. If you can not, you definitely wrong somewhere.
analysis:
a planning predecessors once said this: Your ideas must be clear, in the end you do what kind of game? If you're clear, you can easily describe. If you can not describe, explain your thinking is not clear enough. If your idea is not clear, then the design system time will not boot. continue to do so will be a problem.
5, best game
stylized theme should be, systems, and the perfect combination of expression. This will make your game more style. Do not underestimate the style of the production.
analysis:
background, system, style of expression can make the game more sense, this is where some of the planning is not important, such as an Oriental myth of the game, players skills, if a sense, this is the role of game style. such as net payments, the game's replayability of the game a lot worse than now, but now the martial arts game, with little sense of the kind made out of martial arts. This is the style of effect.
when players think of a game, immediately to the emergence of a corresponding feeling, so that the style of the game is successful. At this stage, many still ignore the production of the game, but if you want the game enhance the quality a notch. do not pay attention to style of it is unrealistic.
This is why the game early in the design will put forward the elements are listed: design, defection, surrender, useless
especially creative discussion, you want people all the time in the closing of smug, not exhausted and cynical. lengthy meeting will lead to collective considerations and too complicated. to maintain creativity and a brief discussion of the compact. < br> Analysis:
theme of the meeting need not to blindly let the play. Even the creative discussion, it should first sort out the contents of their speeches rambled, not at the meeting. In particular, many people, the entire conference order, more chaos.
7, using the sketch is a sketch of the game design
a very powerful tool. Sketchpad can pass through the screen, or so much information, in the early to draw down the player's gaming experience is and useful. painting a picture of on the players will see and things to do sketches, good description of important markers.
analysis:
some of the discussions or design, in particular, give the player some idea of feeling, with the with the passage of time will gradually blurred, is the best way to make records. And sketch is one of the most intuitive way.
8, do not code / planning
paper on the bike plan, while down the street riding down; or in the bath; or in a canoe. in any other place planning. not worry too much because they can not write it down and you lose what makes you excited to focus on those core essence. the environment changed stimulate creativity .
analysis:
can not think of ideas when walking around, not at a computer next. like when I want to design a martial arts type of game and difficult problems, I would like to see martial arts and some Novels friends chat, chat can inspire through creativity. on the toilet, bathing, etc. can be used to the idea of time, often good results.
9, speaking and listening
fresh ideas collide with each other, or even old ideas an unpredictable manner will collide with each other, the resulting creation. you through the > Analysis:
there are always some things that they do not know and friends know, maybe you have been a headache for a solution is a friend know. more exchanges to improve on both sides is very important. Hikaru, the Valley of the master said, a lot of sense, then, to the effect that: br> If you are assigned 12 people to create There are many thoughts and ideas, these ideas if after finishing professionals, most feasible. But the hardest part is not thinking and creativity, but rather to achieve these things.
11, the early consideration of asset issues asset
; doing a game or system on how much sound, photographs, and other calculations, often surprise you.
analysis:
this is what most beginners do not understand the contents of the plan. a game why do this for a long time, Why are some good ideas no way to complete a game why so many people, the game, how much money the company in the end. to understand the actual workload, which solved the problem.
12, steal and borrow
system is not sacred shall be inviolable. They just a tool to achieve the ultimate game. If a system is useful, took over with, even if you have seen in other games. No one noticed but you life bar you feel sick.
Analysis :
fact, there are similar to the planning and production of , chat, etc., can learn from. This can save a lot of time and avoid many problems (except with special needs, the basic system). The best example is Blizzard's reference works, seemingly simple set contains the truth.
above is the basic reference design. In addition, if you need a round of combat system, but not a good idea of the time, you can learn from similar games, such as Legend (general back and the system), Regulus Sword (running turn-based section), Jing Yong (SLG run strip), three Yingjie Chuan (senki class) mm too much, too numerous to mention. This is one of many benefits of playing the game, basically you can find the type.
13, early demo, demo
often the first system if you even come out before the game is very interesting, great; if not, beware. If the rule before determining arranged on the board on what is very interesting, cool; if not, beware.
analysis:
game before it is necessary to make clear: our game is what kind of game, playing the point where? only fun , cool design, began production. If it is not clear, then do not made. do not even like the game, players will not feel interesting.
14, different people play different < br> Do not use the same gang has carried out trial. disrupt them.
analysis:
different players have different ideas and styles of play, if the trial so that the same people see the problem may not be comprehensive.
15, shut up
see other people do not talk when playing. just look, write down all their folly, because you are stupid enough, did not do the more obvious things to do.
analysis:
Our services are designed for the players. by observing their behavior, you can see the success of our design. If they did not follow the game as we assume, that the design that we also omissions, such as games The guide is not enough.
16, you do not have clearance to play
people are talking about that game. but you should play about 10 minutes usually enough, but played better the first boss. < br> Analysis:
number of games too much, tasted. spent a short time can generally be understood broadly the game. But if a network game, it may take more time to be able to comprehend the essence of these.
17, KISS (keep it simple, stupid)
If you have a lot of systems, using simple data so that each system is simple, if you have a system, spend a little time in the data.
Analysis: < br> complex design makes the player can not start, but also extremely hard to plan. Therefore, if the multi-system, then associated with the data as simple as possible. If only one system to characterize the thin.
18, algorithm, rather than fixed data
the best game in the infinite variety of algorithms, which are also a variety of games are played; negative example is dependent on you to provide a fixed puzzle game. strive to do the former - you may not be able to reach ( This is understandable), but you will always get more intelligent this.
analysis:
have a design like this: two monsters life is 100, the main character attack to 10. in order to kill two monsters, for a total of 20 under attack.
Another design is this: life is 200 two monsters, one of which wood properties, a water property. protagonist, there are two means of attack, fire and earth attacks attack, if the property relative to g, attack is 20, otherwise 10. player chooses a monster with a fire attack wood properties, properties with soil water monster attacks, a total of 20, the contrast to 40 under.
effect of these two designs is similar, The second design added attributes of the elements of g that is not new, but significantly better than the first design. With the diversity of the game, players will have The second design, based on more complex systems can be made, together with escape, hit, damage bonus, range attack, and so forth so that the whole system becomes more fun. Of course it is very difficult, but can go try.
19, to retain all
sketches, the early documents, the old prototype, the paper version of the game, reserve rules. You never know when they will be used.
Analysis:
even if there will be a lot of different games the same sections as part of the accumulation should be preserved. This is good for companies and individuals.
20, Do not talk to any art, games and fun
marriage, try a kinds of art forms, and then try another, and then try another.
analysis:
not quite understand.
21, do not use lossy data
Photoshop layer is your Friends, High res is your friend. leading to the free structure of the link, you saved the screencap. the prototype of good deposit!
Analysis:
not quite understand the possible meaning is: This lossy image format, but rather use the bmp, tga like lossless format, image resolution should choose high. No matter how to change it, to keep it original. br> When you do that when a bunch of garbage to remind you, even if they are only amateurs.
analysis:
even amateurs can tell you where not done properly. amateur questions may not be professional in the majority, but often reflect the aspirations of the player. Blizzard doing very well at this point.
23, note
6 months later, you will not remember why that magic number is 37.5. in the code next to the written comments, in the case explained in the planning of this logic.
analysis:
previous design always forget to do the next record is a good habit.
24, a large They are useless
planning case no one to enforce these, and over the details of the daydream. an important item on the list would be much more useful.
analysis:
the case only in the actual planning huge production process and then gradually up, just in the initial entry and a brief description. looking for investors or when the project took a very detailed case is not appropriate, because at that time we also want to know your ideas and the construction details are not complicated. should people read this thing halo hh
course, some attractions may be listed specifically described.
25, back to the beginning every time you reach a milestone
, back compare your first version, the initial themes and initial goals. You say you want to change they can - if you really want to change them; you say you want to change them is not possible - if you do not realize that has deviated from the them.
analysis:
not understand this -_-|||< br> 26, know when to stop
adding too many easily break something. more a system, one more variables, and even more paintings in the game board in a row to give it collapsed.
analysis:
this and things. unplanned things added to it, may undermine the original balance. or what not to add this later after careful consideration, there are potential errors.
27, eat their own dog food
play your own do the games. If you think it is a pleasure, you really make some things.
analysis:
If you do not like to play their own game, do need a review. make friends, test One of the problems noted.
28, learned to extract
learn from your design to see the underlying mathematical content, rather than the appearance of decoration. to see the launch of the source of power, influence the scope of the changes and hidden Every second the number of keyboard percussion. so you will be more profound understanding of the actual process of the game.
analysis:
games are all the origin of any design. For example, most of the online game, small strange fall less money, more money in big blame fall? actually set the money drop is regulated economic system, each level of output section of the scope of how much money is to be strictly delimited. We When playing the game, thinking why he such a design, help to improve.
29, studying art. and programming. and marketing.
your understanding of other subjects related to the more your design things better. not proficient in them - just the ability to obtain basic.
analysis:
Why mobile game action games on the three keys with little need for the operation? That is because the operation of mobile phones convenient, so planned to do when the game should try to avoid these problems. you sure you want to design something out of it is reasonable and achievable.
my friend said a program like this: need to master the grammar of the program, but need to understand the operation of the process. basic skills. particularly after a producer, but also to the work of each department has an extremely in-depth understanding.
30, do not argue with the players
they always know best their own experience. tell they actually should not have to play a waste of time. The question is why did they play.
analysis:
and the problem.
31, attention to detail specifics of the elements
simply because .
analysis:
This is the general planning of the most easy to overlook the place. They use more energy in the build system, adjust the balance, set interaction and so on. the game is often obscure details, but can greatly something to improve the quality of the game.
, for example, turn-based game into battle when the screen flashed and experience to enhance the experience when you can see the added value of changes to increase rather than direct. The details of the design can greatly increase can be collected in all these examples the game reserve.
32, a story
whether a potential player, or a potential investor, you need to sell the game to them, way is to tell a story. < br> Analysis:
they are usually more interested or more likely to accept is the beginning of the introduction from the background, rather than , it takes effort to understand, it is painful. The story is nice, easy to understand, so more likely to be accepted.
33, is a good thing
many creative limitations from the limitations. If you get stuck , and try to give yourself more restrictions, and then see what ideas come out.
analysis:
give some restrictions to make the whole idea more clearly. such as we have done in the design of such Example: Players can improve the level of experience, skills levels, to improve player attributes and so on. generally thought so, but it is hard to do, when to start, the player's personal development will be difficult to grasp. Then we add on this basis, a Restrictions: Players will be automatically increased level of experience just decided to upgrade the skills and attributes of the player. This restriction reduces the whole lot of difficulty, so that work can continue to be carried out.
34, go do it once the game
, and it is not yours. abandon any talk about how to play games, not really to do. Anyone can use a few sheets of paper and crayons to make a game. No matter what your excuse, they are a bad excuse. You just step than others until you reach the end. If you complete to do one, then do one. do not stop.
analysis:
to work out their own, even if it be bad. take no play groups or things are often the biggest problem production company.
if no one is willing to help ...
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