Game development basis (1)

zhaozj2021-02-16  67

Written in front: I originally in my column is to graphically, images, three-dimensional as aim, just because these days are relatively busy, there is no time to finish. Please forgive me!

Here, I first reprinted a few game development basic classes to learn to exchange together, the foundation series has 10 articles:

Game development basis (1)

The first section. Overview With the development of computer technology, the computer is coming out of the high-tech met, walking into our family, walking into our entertainment life. In the use of household computers, the usage rate as a game console is very high. At the same time, there is always a lot of shortcomings in existing games in the game, let people think that the game is a better game (not, this is not easy). As a game fan like you and dear, I also have the same idea. This creates the teaching software of this game programming basis. This software is mainly for users with a programming basis, but considering that many game fans are still new in Windows programming, this software has also added a "Windows Programming Foundation". In Windows-based games, most of them support DirectX, I use a larger self-discussed DirectX 5.0, and use DirectX 5.0-based routines to explain the ideas and implementations of game programming. Because many of DirectX 6.0 are only supported by VCs, and C is best for game programming in many advanced languages, so routines and explanations in this software are based on VC. I believe that users who have passed this software will be confident that they are satisfied with games. Is it very satisfied with a satisfactory game? Can you become a successful game in the market? To this end, in the following sections of this chapter we will discuss some topics about the overall design of the game. The History of Development of Computer Games In the 1960s, the most primitive large computer was used, and a small number of programmers developed games and others thought they were doing research. Space WAR and other early games have been developed in the MIT's laboratory. From 1973 to 1975 Nolan Bushnell, Nolan Bushnell has established Syxygy. Selling Spacewar's "Arcade" version in the market, but failed. In the second half of 1975, PONG was launched and made it a very popular game. After him, he renamed the company for Atarh, they found the game industry we are well known today. In the late 1960 year to 1970, more programmers use large computer development games; WilliamCrowTher developed popular game Adventure. In 1976, Rushnell sells Atari to WarnerCommunications in 1976. In 1980, other gaming systems sequentially intermoded at the stage, like PLLLLINS's Oddessy and Mattel's IntelliVision, and the goal is desirable to replace Atari. Some small personal computers begin to appear, but video games are still in a leading position. In 1977, Atari launched ATARI2600VCS, the family video game industry built! A small company called Apple sells a computer Apple L, but it is not possible to attract people's attention. In 1979, some of ATARI's top program developers developed from Atari's opinions to open dissatisfaction, set up their own company ACTIVISION, other "third party" development companies. In 1981 IBM launched IBM PC. In 1982, Atari started landslide, the video game market was in a large depression. ATARI's Chair Ray Kassar announced that sales have fallen by 50%. Many new computer game developers have emerged, and some of them have become a professional development team, newly-known companies include Sierra On-Line, Broder-bund, Synapse, Sirius, and Strategic Simulations. ELECTRONIC ARTS was established and became a model of modern game company. In 1984, Apple launched a new computer product Macintosh, but the shortcoming of the system is to start the steamel, and the main purpose of the buyer and software developer of the system is not to develop games.

In 1983, the great video game fell to the lowest point, Mattel announced that its IntelliVision product lost $ 22,5 million. 1985 Nintendo has been invested in a new video game product - Nintendo Entertainment System, and re-prosper family-visiting knee game market. The 16-bit computer revolution continues, Atari's product Atari St investment is a heavy blow to Commodore. In 1986, Commodore strongly promoted and introduced the Amiga computer, which was designed by Atari hardware designer Jay Miner. It was originally a video game system for the next generation, but this model investment by Commodore became the successor of machine commodore64. . Unfortunately, huge market strikes and other developments have buried the longouting of the system. Sega launched the Sega Master system, which is technically superior to Nintendo Enter. Tainment system. Since SEGA ignores third-party developers, there is no collection of sufficient software to support the system, so there is no market support to achieve a large market support. In 1988, the computer industry turned from 8-bit computer to the 16-bit system, and the new video game console caused new mergers, CINE. Companies such as MaWare, Epyx are in difficult times. In 1987, the game became more complex. More companies turned to collectively develop, and Electronic Arts launched the first collective development product "Skate or Die1" IBM PC series, because of a good graphics adapter, starting to be available gaming platform. In 1989, the new 16-bit system settled in the first time, and the most worth noting is Sega's Genesis. When SEGA occupies the advertising and a large number of EA sports games, Nintendo is high, the Nintendo is high, and the loss is heavy. In 1990, Amiga and St became the main game development platform in the market in the market in 1990, PC series and console. Electromc Arts began to become major game development and issuers. In 1992, the PC game began to pop. In the rapid development of it, other computer gaming platforms were eliminated, pushing the PC game market to a new height. 1991 Nintendo's product Super NES first pushed the market, and the full outbreak of 16 battles promoted many console systems. In 1993, the Pentium chip appeared, Microsoft presented its new product Windows operating system, the code named Chicago. Although PC has developed rapidly, SEGA and Ninter1do continue to be a leading position, and console systems occupy 80% of the world game market. In 1994, Panasonic launched a Real-3Do game console, indicating the appearance of 32-bit console systems. Atati launches Jaguar 32 game consoles. But these two products (especially 3DO) are not successful. ID Software has launched Doom to make people realize that they can use shared software issuance methods. In 1995, SEGA produced the SEGA 32-bit console system. Sony launched a Sony PlayStation 32-bit console system. Microsoft launched Windows 95 and Windows Game SDK, making a large number of games to turn to Windows. Internet and Word Wide Web popular, a large number of users online. 1996 Nintendo launched UITRA64. A wide range of multiplayers have appeared. Multimedia, 3D and virtual reality, etc.

In 1997, Iintel launched MMX technology and launched the Pentium MMX and PentiumII processors based on this. AMD and Cyrix also launched K6 and M2 processors based on MMX technology. The game starts a lot of MMX technology. The PC has a poor performance in performance. AMD introduces 3D-NOW technology to make it more than PentiumII in image processing based on 3D-NOW processor K6-3D. The component of the third game is designed to cover something placed in the center of all other elements - this is interactivity, allowing the game from other creative media (such as art, movies, music and books, etc.). This feature can be embodied in the interaction of the player with the game. For the driving force of the game, the driving force of this medium comes from the player's decision, in order to say, is the player's behavior, not the media itself. You don't just look only or just listen to a game - you should control it. Designers must create a product that is induced by people, while providing stories clues, emotional infections, real sounds, and other creative media feature. This is a relatively high requirement, but this is a reason why the game is so interesting. Playing games means decision making. Therefore, our game needs to create contexts that make players have to decide what to do, so he or she can perform the required behavior. In some cases, the more challenging the decision, the more appealing this game. In addition, the more gamer can affect the results of the game, the more you attract them, the more you attract them. When sitting down and designing a game, strive to create interesting interactions, and strive to provide a way to make decisions for game teeth in the created emotion. Then, there will be interesting results that will advance the new context. This complete process should be carried out in one pass until the final result is achieved. 1. One of the most important aspects of interactivity is that players can affect the results of the game, and have the final control of the results. When a player sits down and plays games, I hope to make progress in the process, or can save the world. Or can achieve the highest level level, so when you design a game, you must let the player understand, he or she can change to what extent. Of course, you don't need to tell the player in advance, they can change what results, or how they change it; you only need to let them know: they can indeed affect the results. An important concept for game designers is used to create a good game called multiple results. More than many years ago, most games only provided two results - successful and failed, the player ended this game is a success, otherwise the player was eliminated. However, many current games, especially interactive stories or rpgs, there are several completely different results, which may allow players to enter completely different new adventures, or enter new interactive stories. For example, if you are playing a war game, and you will succeed in a certain battle, you will might get the rank of rank, to the captain, Major or General. Note: When designing the game, it is very critical to give the player through his control game to determine the game. Only in this way can people spend time. 2. Achievement role. What is the fundamental goal of playing any game, no matter how it is designed, achievement in any game is a basic element, of course, has many different forms. It can be simply defeated an opponent, high score or reaches a higher level. When you design a achievement factor in the game, you can do multiple different levels, you can provide multiple achievements; you can also provide gradual achievement level, for example, you can end every three levels after three levels Different "main monsters" as a special opponent, the end of the entire game, as the opponent.

Regardless of your game, it is the most important turning point in the game process. Of course, achievements don't necessarily mean win, but also a game gradually move toward the natural advancement of the final result, some games provide actual end as achievements, and some game achievements are absolute success (especially sports games), If you win a game or get a champion. But they can also have different achievements. Important is that the acquisition of the achievements should not have a big jump, but should be a gradual process that occurs after a certain time. In addition, I think a game should have 3/4 potential players to get 100% achievements level. After all, the game cannot be considered violating general trends because it is too difficult, and the challenge of the player's favorite is those challenges that can conquer. Human nature is to achieve achievements, if people do some things that cannot achieve accomplishment, this is not in line with humanity. That is to say, don't design a game, and deliberately release the information that provides clues too early. 3. Failure roles. "Game over" is probably the least phrase brought by computer games, where competition grades or simple achievements are included in all kinds of failure. 4. Change the scenario Many games allow players to control or change their play or parameters. Gamers often like or need to correct the game's playability, which includes not only simply changing the number of "lives)" that they can have, but also changes all the figures in a war game, parameters. By changing the scenarios, the designer should provide the player as follows: a. Correct the ability of the game difficulty B. Change the ability of the environment C. Correct level or game role. 5. problem solved. We have already spent some time discussing achievements and failures, and specific examples of these principles can discover in problem solving, and problem solving often associate with "Puzzles", and other class games include adventure games, RPG, key elements in the policy game. The problem solving is to clearly define some challenges to the player and then communicate by solving the problem. This, a major job of game design is to create some interesting and challenging issues that have logical solutions that enable players to solve problems by playing games. If the method is too simple, the player will complete it quickly, then play some other games (maybe, these games are your main competitors). On the other hand, if the problem solves the problem is too difficult, the player may give up due to setbacks. This sounds easy, but in fact, many games still have some non-logical methods for players, or the problem is too difficult, the game intermediate problem is directly related to the success or failure of the game, people don't mind the danger of failure (this Is part of the challenge), however, if it is impossible to succeed or is not feasible, this problem is unable to solve, and no longer become a problem, but a stumbling block. Interesting things related to presenting problems in the game is to create problems. The problem you create should let the player use existing knowledge to solve the problem. Many games problem solving knowledge is limited to the knowledge of the game itself, which is good for most games. However, there are many games, especially adventure games or "interactive stories", you can express the intellectual problems in the real world, a simple example is such an ancient intellectual problem, a person holding a wooden board and a stone In a huge pit, there is a water flow to the pit and then flow to the drain pipe. The game can hold a stone to block the drainage, and you can drive with the wooden board after the water is filled with pits.

This is a very simple example, but when you design the game, especially if you want to make a challenge to those players who are not strong, you should consider using such mental problems. No matter when, try to turn the player into a problem resolution process, so it is difficult to attract the player on your game. An example of a better do this is Slmcity. The most basic infectiousness of role playing and accessing other world probably computer and video games can escape reality. Most games are role-playing games, put players in an imaginary world or context. People playing games have the same reason as those who watch movies and reading: human beings have imagined, and most people need to give them an imagination. Movies and books have been made, while the game is further, allowing players to participate actually. Looking at the game design as a foothold, this means that your important duty is to convey a thought to the player, through the player to enter another world. In this regard, game design needs to create different atmospheres. Whether it is only like a gun battle game, it is complicated with the products of Broderbund's new court material. The most important thing is that one of the goals is to create a world, and the player is assumed to be a role inside. 6. Suspension of Disbelief, we have just discussed the unique essence of the imagination of another world and people. The ultimate embodiment of this idea is the term "illusion" in the game world. When the game designer talks about "illusion status", they describe a "imagination state" This refers to the game's consciousness into the game world, so that he or she is not playing games, and actually Experience another world. 7. Another core factor for personal experience game design is the personal experience gained through the game. Through the experiment, I mainly pay attention to the personal experience ingredients of the players at the three cores when playing games. 1. Interesting "Interesting" is a subjective experience. It is really interesting to determine whether the product is really interesting only after trying to play. Moreover, the game is only interesting for people who will play. If you design a game specifically for ladies, you don't have to add some interesting factors for young boys. 2. I don't think all the games must be: a complete learning experience in pure education. Instead, I think all the good games require you to learn to conquer this game, including the weakness of the opponent in the game and find the intellectual problem solution. Under these two kinds of Qian, you need to design these activities. If you want the player to learn the weakness of your computer, you should intentionally plan these weaknesses. 3. Explore the most important factors that transcend interest is to explore: realistic personal experience. One of the main reasons for us to watch movies or read novels is: escape reality. By integrating a shocking graphic, artificial intelligence, stereo, and wild imagination, the game is fusing in the interaction element of the game, and eventually gives people an opportunity to escape reality. I think the most important thing is to explore the principle. This is the game. When you play it, you escape the world you exist, and assume a life to explore the new world. Exploration is a key element. Most importantly, when you construct a game, you are in nature, you are exploring a new world. "8. There is except for these basic concepts. There are more things in game design. The game design is very subjective. Now, you only know part of the game design ideas. Just like a student, you It should always be found and explore to expand your knowledge. In addition, it should be understood that all the materials developed by all games are not only from reading books related to game design and playing with other games. The many developers I mentioned in front often often From other aspects, new things are absorbed. The game design is the revival art of the information age. A real revival artist is some of the universal doctors. They have got a lot of ideas from different channels, surpass a small number of specific game design materials to find the design of the game. Thoughts and inspiration. The details of the fourth game of games are completely different.

The content I have requested may not be consistent with people's favorite content, causing people to think that this product has no entertainment. Of course, some of which are market decisions, you must decide to decide the parameters of the market you want to achieve as soon as possible. And should be considered in advance of technology and implementation. Production a campaign to make me like, need to conduct a lot of research and organize a lot of statistics. When you design your game, you must decide how much detail to use in advance. Some game designers put detail in the most needed place. For example, consider a submarine simulation, if you want to make a region very detailed, which area is it? Of course, it is "part of the torpedo attack", you can design the submarine when searching for the target, however, once you find the vessel, the game should be able to allow you to maximize the process of torpedo attack, because this It is the focus of the submarine game. ·1. When will a task becomes a daily triviality? In some cases, if a game becomes quite true, it may cause tasks in the game to become some daily trivial matters. I remember such a game, this is an incredible simulation game that allows you to drive a F-16 fighter. This simulation is so real, and even asked the player to complete a lot of tasks that a real pilot began to take off. These tasks are so cumbersome, causing the game's entertainment greatly reduced. Disadvantages in this regard can also be found in some RPG games, compared to what they are doing in real life, the players may find that he or she spends more time for others. Of course, this is not said that these games are not good. The game told above is a very surprisingly accurate simulation, and many simulated game fans like these precise details. However, you should understand that many games have been too fire in realities. What is the biggest problem for me to become a daily trivial matter? Although I can see these details to the game realistic contribution, but in my opinion, they are more like playing games. So, this is a difficult problem between entertaining and realism. The best game handling this problem is by increasing some controllable settings to control these realism factors, the higher the value, the more real games. Test the simulation game in the process of game development is very important. To see people's reactions to the tasks you set, if your task is too simple or too complicated, you can continuously adjust in the test phase. 2. "Task bottleneck" looks for "task bottlenecks" in your game. Task bottlenecks include two types: must be and hidden. The must-have task bottleneck is the worst type, which is such a activity: the game requires you to implement it again over again, an example of this type can be found in the adventure game, which added some gambling factors As a way to increase money in money, in this case, you may spend a whole day to play a variety of stupid gambling competitions, the only purpose is to make money. It is exactly that he is not an entertainment, so it is a bottleneck for the real sphere of the game. Hidden Task Bottlenecks are those procedures that allow players to spend a lot of time to obtain a procedure process to obtain a strategic advantage, and even sometimes do not intend to do this. The last level is to evaluate the product, see where players discover the repetitive tasks they don't like or discover all kinds of issues. Most problems are better resolved to avoid gaining games a series of "daily trivial" repetitive tasks. 3. In many cases of using market research in game design, your design needs to make appropriate changes to meet market trends. When you design a commercial game, it is important to remember that you have to meet the market, not to please yourself or participate in the game development work. You don't buy your own game, but other people buy, they have different expectations and requirements for your game.

When marketing factors are integrated into your design, the first step is to understand the market you face, this is an essential question: "Who is the general buyer of this game?" Then, try to ensure that you fully consider their requirements. . For example, let us design a deep sea diving game and consider the relevant market factors: Game Overview: Deep Sea Diving: This is a game about the deep sea diving and looking for a buried gold and silver treasure. The goal is to discover all the money you can find before you caught you underwater. Market: People who like diving; people who like to adventure games; people who like the ocean. Here I got a general assumption, for example, this game is attractive to people who like to adventure games. This game requires a detailed story - the basic requirements of some adventure game enthusiasts. For those who attract diving, we are best to ensure that they have a hearty simulation of deep sea diving, because since I like diving, it may be the expert in this area, it will not be fooled. Here is what you want to design games and infer your potential objects, to adjust your thoughts and design in accordance with their requirements, which will lead your game from time to different directions. Maybe your original design can't be a story, just a dive simulation, however, the market overall the adventure game is general, so you will find that you have been forced to add some detailed mysterious and interesting stories. In today's highly competitive game market, many game companies are working hard to create some games that can make more people want to play. They are definitely integrated with market research and market-driven design to help create people you want. 5. Meetings that meet the "Iron" player - front and reverse opinions When you design the game, you should especially consider the most important game group - the hardcore player. High-tech marketology tells us that a most important rule is to meet those game masters, and they will also have the enthusiasm for helping selling products. They may recommend products to other players and promote their purchase decisions. Of course, you must also understand that you are likely to make people who make game masters that are likely to play people or people who are not masters or people. For example, people may not like a war game spent 400 hours to complete or have more than 100 tanks. Instead, they may like a real, linear oriented game story, or a game about people between people. Of course, there is also a compromised approach, but more and more developers are doing many things outside the hardcore players, and the actual most games do. There is no way to really or wrong here. When you design a game, you should describe who is a potential object, which is important for this issue from two aspects. If you are the same as those who like to make games, they are not very good, because 99% of the people who love to make games they are themselves. Therefore, for many game designers, it is necessary to consciously consider these problems not to make them design and make games according to habits. If you want to break through the type of game that the hardcore players, don't join some key features that will not be noticed to the throat players and comments. When supporting the modem (MODEM) FO network flexible in the market, a larger impact on the critacre and the hardcore players pay special attention to the emergence of such games, these people's picky and criticism may make your game Being worthless, if you don't let them notice, your game may be popular. In short, you should know how to meet the basic elements and features of the game experts, then, if the destination decides which local implementation of these features. The key here is "Destination", do not guess and assume, decide what special needs, then do you do your best to create games that meet the barger players, maybe you can attract some game masters Player.

The fifth rival intelligent design artificial intelligence is a wrong name, especially when linked with the game. Our real purpose is to use some techniques to join "people" or similar intelligence in the game. The smarter, the smarter, and it will be recognized by the player. I want to better name this technology is "Simulation Intelligence" Most games do not require very cutting-edge technology, such as neural networks. (And a few games that use this kind of technology are also those of the AI ​​experts, such as chess, etc. You have never seen which fighting game uses "neural network" technology.) II I am in the game Compare this definition: A non-player controlled object is made by the true people when decision behavior when all complicated factors is based. This is done by using a decision algorithm. This decision algorithm is determined according to designers. The rules and information provided to the program are processed. In this definition, three terms that need to be further explained are used: 1. Decision a "smart" object to determine its actions rather than randomly. You can use randomness as an emphasis on a particular decision, but the final decision is to choose from at least two possible results. The more accurately predicted the player behavior (including a deeper reaction), the more intelligence to the game. Therefore, it is important that decision must simulate people's instinct reactions. It is generally composed of observable information, including external, internal information, such as the number of enemies, whether the stomach of the character is hungry, etc. 2. Multi-factors As human beings, you know that many factors need to be considered for a decision. For example, where you go to eat is a quite feet, are you driving or go? Is it going with others? What do you want to eat? How much is spent? If time is tight, do you eat fast food? Do you want to book? ... Make an object with intelligence to consider many factors and make decisions quickly. These factors determine that there are different reactions to different situations. The more you can support (or processing), the greater the possibility of creation of a real environment. For example, you have to define the decision-making behavior of the enemy's generals in the war game, you can make the decision of the armament power according to the number of tanks, planes and ships in the army. On the other hand, you should introduce other factors. For example, these enemy should consider that some military bases are built on the island, so we must produce more boats, less production tanks, and they must decide to be an attack or defense. You should also join some emotional factors. For example, a proud general will still attack when it is in a disadvantage, and produce offensive weapons: aircraft, and actually burious decisions should defense and produce defensive weapons, such as tanks, etc., remember, a "intelligent" "There is no need for decision making, the most rational decision. So when you try to simulate your intelligence, you can first determine information (multiple factors) used to make decisions. It is also necessary to consider the personality of decision makers to assess information. 3. Rules You have to determine what circumstances and rules, an object can get the information you need to make decisions. For example, in the war game, can computer-controlled opponents observe the global, or can only get local information? If the opponent is allowed to observe the global without allowing the player, the computer is cheating. But because human players are too smart, they will be flat. 19.1.3 Important is what is expressed in front of the player. Of course, the purpose of AI is not to create a good system in "cheating". But in the game, use "cheat" to make a rival challenging is the best way. But doing this should be careful, because once the player discovers the computer in "cheating", he is likely no longer playing this game. For most AI game developers, their purpose is to create a better computer opponent, the result of doing this is that the enemy they created is too powerful, too smart.

This has triggered some contradictions. First of all, the game should make most players can become a winning. AL developers may work hard to create some game enemies that can defeat game masters, but as a player, I don't like this game. I only hope that my computer opponent defeats me when I don't care, as long as I play it all, I should win. Second, a more intelligent, complicated game will be unreal. For example, in the war game, an AI developer will adhere to the company's greatest general of the world, which is very unhappy. Let the computer opponent make points from time to time or make it simulate a certain general style of reality to make the game more real. AI theory tends to create an ideal scenario instead of true world. So, what you need to do is just let your computer opponents have a real external image and personality, not to create a world's first powerful opponent. You can use AI technology to show the depth, challenging, and simulated different worlds in the world. No matter what technology you use, the most important thing is the effect after use. If someone said to you: "Add some artificial intelligence in your game", they are likely to add some real pictures and characters, not what neural networks. Section 6 The interface of the game is designed with the famous game developer Bili Volk, which wrote a equally "interface product element = game" for game design. This equation is similar to the famous programming language designer Nicholas Wirth 'classic equation "Algorithm Ten Data Structure = Program". Obviously, Bili Volk's goal is not to say that the construction of the game is a simple addition, but emphasizes the importance of the interface in the game design. His view is basically this: Your game is your interface. The interface is a portal for all interactions in the game. Whether you use a simple joystick or use a window with a variety of input devices, your interface is a link to product elements and players. What do you need to create a good interface? Below we will discuss some basic issues that may be useful when constructing a valid game interface. 1. Halfa Management Problem is a task that is required to install, prepare for the installation and preparation of a person when playing games. These issues include initial installation, call, and save games, game settings, and online guidance or general documentation. 2. The problem of players involvement is probably the most important factor associated with the interface. Fundamentally, it will affect the player to play games, is the combination of keyboards, joysticks, mice or these? Or use other types of input devices? When designing interface, you should learn about the range of game input devices. It is also necessary to consider flexibility and the type of device that can be used to use it. 3. Let the player start the game as soon as you get the game after you get a new game, read the user manual before starting the game? If you are with most players, you probably start playing, well working hard to learn how to interact through the user interface, the player is not a typical software user, they are not interested in learning a lot of new features - they are just simple I want to play! So, when you design your user interface, it should make it easy for people to understand and accept. Your first goal should be to let the game and its interface as intuitive as possible. Of course, you can provide a manual, but don't expect you to read it. Let's take a look at some of the basic principles that help you design interface so that users can get some basic principles: 1. Reducing the impact of the computer Reducing the impact of the computer is a concept of comparative abrasions in interactivity, but it is "a component in the illusion state. Of course, when we sit down with your computer, we realize that we are using computer. However When designing a game especially the design interface, try to make the player forgetting that they are using the computer, which will make them feel better. Try to get your game is fast and easy. The gamer enters a game flower time Long, the more you will realize this is a game.

2. Add to help in your game to try to combine your manual to the game, avoid pulling the player opens the screen to let them see the written text. This is the excellent design can be solved. If necessary, put the text Bonded into the game. For example, if you have a map to use the player, don't let it become part of the document, you should make it graphics on the screen. 3. Avoid using standard interfaces for most games designed in a Windows environment to use the regular Windows interface. If you do this, you will remind them that they are using the computer. Other objects should be used as a button well to redefine dialog box, try to avoid menu, etc. It is possible to remind them that they are using the computer. 4. The key information on the integrated interface interface is simplified. Because for many products, the interface is definitely a portal for product characteristics. For games, the goal is to let the interface get more and more deeper into the structure of the game itself. For a large number of players, only a small number of people have computer experience, and thus the interface problem is more important. Section 7 Playability Based on playability, playability is not only a measure of the meaning of the game or how the image "cool" is also the intention of the game, the extent of difficulty and ruggedness, etc. Also include sound effects, analog images, and the like. The playability is to strive for every aspect of your game. Although only the development of the game can only be seen after the development is complete, and the testing and adjustment during development will also play a lot. However, the optimization of each detail may greatly improve playability. 1. The final playability is not finally not expressed. You won't know how your game is fun before completing. First, you have to make sure you can complete your game, unless the person who tests the game "all" said that your game is really bad. Before all the sounds, images, you will not know how your game is in the end. Second, the final result often indicates that every small detail is important. The player will notice all aspects of the game, from the contained image point to the inappropriate sound effect. Each small mistake will bring a poor impact, destroying the player's overall game experience and game playability. 2. Early test and frequent test - medium-term adjustment When your idea stays on the paper, it may look magical, but once you start to implement it, things often change, and often become very Worse! Therefore, each larger gaming program requires a long test process. When some things on the screen are not what you originally imagined, or you think that the design is very good, it is too slow or it is very difficult. Sometimes your tester will say: Your game is too simple, too weak, too annoying. So even if you spend a few months, you don't have to feel frustrated. Ready to change your game design plan according to feedback. Sometimes criticism will help, they can give you actual suggestions and help you make your game more playable. But sometimes they have no help, you have to make a judgment. It must be understood that you should constantly test the playability of your game during the development process, and don't wait until the development is complete, it will not be a major adjustment. 3. Design content: The best way to understand your specific customer to increase gameplay is: Determining the game is designed for specific customers. Due to age, gender and educational background, etc., the game for a player does not necessarily let another player like it. Therefore, in the game of successful design, one of the most important actions is to investigate research needs and other needs of specific customers. Section 8 Based on the playability, let us look at it, how to design games for different ages, gender. The market market is very broad. You can design games for children aged 2-4, adults in college education or people in any age layer between the two. 1. Age: (1) Preschool early stage (2-4 years old): There is a difficulty in controlling the mouse, alone using keyboard or other complex input devices.

Therefore, standard game devices used by adults do not apply to them. They can't write text. Then how you should design the game for them, you can use the cursor keys before school. They can find a single alphabet key on the keyboard. If you have a large area, you can use the mouse. In fact, the hot zone should not be less than 1/12 of the screen. However, voice is best for early child play. Here is some rules that use voice: a. Your game should be simple to not introduce, children can start playing games immediately. However, don't use voice guidance to replace the simple and easy-to-understand interface, you can use a simple phrase to guide children to play games. . b. When there is no user input in the game, play a phrase a phrase to inform the child what should be done, such as "one click" or "press A". c. Use the voice as a reward. After the child completes a task, it can be said: "Very good" or "good", etc. d. Tell the story to play the voice. e. Let the characters in your game speak. Children particularly like innocent and lovely sounds and words. f. Children like bright colors and simple graphics, but unfortunately, publishers like to refine, highly analyzed graphics. Because their adult taste is very different from the child. Adults tend to believe that the more complex products, the better quality. You should work hard to balance the needs of these two aspects as a game developer. Don't let the interface look too messy. There is not so much experience in the pre-school child, and the complex picture is experienced. Use a striking prompt such as pop-up menu, random animation, and more. Remember your player is a child. Try to avoid an avid image. Children in this age are still unprepared to accept the stage of harm, death, split, violence, monster, witch and bad guys. In fact, most of the unfriendly things should be avoided. (2) Preschool stages (4-6 years old): Applicable to the laws of early school children also apply to this age group. These children can recognize words. Some of them became experts using the game, and better control the mouse. In addition to the game and mouse, it is a good idea to support the interface that supports the keyboard. (3) Early phases (5-8 years old): In this age, children may like monsters and other bad guys, as long as these enemies are "safe". The enemy in the game should be friendly and humorous. Violence, injury and bleeding should still be avoided. (4) Primary / Middle School Transition Stage (7-11 years old): These children have reached "rational age", they began to develop their own "Peer Cuiture" and began to think about themselves. In this age, the children began to pay attention to the groups larger than them. As an designer, you must be careful not to use the material of too "child". The characteristics of your game performance should be slightly larger than this age. . Children in this age can read articles, although sometimes it is not fluent. It is argued in terms of glossary that happens in the children's memory, and you should take your mind. (5) Adolescent Stage (over 12 years old): Children in this age is considered to be the most difficult to deal with. The market strategy for their parents is that non-traditional educational themes may have the most promising future. "Cool" is the ultimate goal pursued by these children. Boys crazy play like doom and lives to play such games, because they meet their strong desires. Girls are more interested in social activities, sitting in their timetable before sitting in the computer. These teenage children are already adults from the ability and mental power. In fact, they may play computers more than adults. Games containing cooperation / counterfeiting games may have the most market here. Yes, you can succeed with monsters, blood and violence! Think about it, if you really don't play this? Multi-person games and online games are also very good.

(6) Adult stage (over 17 years old): Most of these players are adults with good education, their ability to appreciate, to deal with complex things allow you to use some kinds of sexual, violent ingredients (in law and morality) Within the range). 2. Determining Gender Features (1) The game should make men and women do the protagonist, rather than only let men behave special. Sometimes you can allow the player to choose a different gender role to play. (2) Do not specifically show the blood and violence. (3) Do not specifically show the battle of fighting. (4) Avoid traditional gender habits. Men should not always lead, women should not always be portrayed into a beautiful carnival role. (5) You can try to add some humor, but it is not a yellow humor. Section II Based on Commodity Considering These When you design games, what main factors do you need to consider? Many of them are related to market sales. For example: Who is the object? What do you need to do if you have different words? "Where is your game and how to be sold? Which type is your game belong to? This is very important because it determines how your game is divided and sales in the retail channel. Competition and demand Do you need to attract customers with 3D graphics and interactive technology (real 3D sight, virtual reality, etc.)? What will your game price? Can you continue to upgrade? In order to be available in Gan Exhibition game market, you are the game What is the feature? Can you design some additional ingredients in your game, such as an additional level, scene and story (for example, you have created a simulated class game, such as flight simulator, you can create some Other terrain landforms let the players to explore. These additional content can be packaged separately.)? Your game can be able to be ported to other environments (especially if there is no keyboard console environment), and pay the cost Can you handle a license or name authentication for your game? Is your game with international appeal? Do you have a way to keep your game as long as design? Virtuality? If the game is in good sales, is it possible to have a sequel? This game is just a recreational product or can be used as an education tool? Is your game as a multiplayer game? Can you run on the network? Some of these issues will be resolved in the later design process, but you still need to design these questions at the beginning, otherwise you will regret it later. No matter how hot your game is, these ultimately related to the market The problem is very important. After all, no matter how good your game is designed, if you don't sell it, all hardships are futile .. Your question should include these problems mentioned above and some Problems related to your specific development situation. Of course, the questions you should answer are not to these, but these are the issues I have to emphasize. Some developers think the biggest problem is: "I can raise enough funds to make this Product? "The answers to this question should consider the following three main aspects: the cost of producing this game, and related to the development of this game to spend time. Game sales ability and sales profit. Developers's ability, can they be Before conducting major investments, you know as much answers to these questions. When you consider these issues, you will find that these issues can be divided into two groups: emphasis on cost and market elements. Emphasis on the problem of creative elements. Let us Consider some more important problems related to market more detail.

1. What type of game you want to design? This is the most important issue you have to answer, and you have to answer this question before creating a design file. In essence, you can come down to this question: "What do you want to get after you have finished it?" If you can see your final results, you can answer the details I mentioned above. problem. Most developers decide what type of game they want to develop mainly from two aspects, on the one hand, it is interested in choosing, on the other hand, the choice of sales may be large. If you like war games, you will say: "I want to develop a war game." In this case, your goal is the result of the final expectation. The next step is required to consider how to achieve goals in detail. a. What is your object of age and gender characteristics? As more and more people buy computer and consoles, it is increasingly asking for a different age range. The game industry is not just a boy as a specific object. A largest discussion is about the production of a game for women to buy and entertain. You need to take care of and confirm the exact object of your game, don't fall like this. "My game is so hot, so everyone wants to buy". " Although it is possible to produce a game with a wide age range, a large number of successful games are pointed to a specific age, because if your game is too challenging for a specific age group. (Or no challenge), your game will not be played frequently. In this respect, it is nothing to design a game and writing a book. If you write a scientific fiction about live in another galaxy, you'd better have a clear concept for your readers. If you are a book written to your youth, you should guarantee that the relatively short sentence is to explain in detail in your storm. b. How many hours are your game? If your game is a recreational game, you can end it in the office rest of the office (I hope no one will play games in working hours.)? Or your game is an adventure game that can last up to 100 hours? Or your game is a skillful game (Arcade) or sports game, which is required to play repeatedly another hour and another? Playing time is determined in some ways to consumers. First, the value is to consider, that is, how is the cost of every hour of game? Some consumers don't want to spend too long to play games. Second, you need to decide where the game is interrupted. C. What will your game run on what system? Is your game a single platform game, or a game that can be ported to other platforms? This decision will greatly affect the future technical decision. A game developed only for Windows platforms is more technically free to design a multi-platform game. What kind of price level do you plan to satisfy your game? The game platform you use and the choice of price levels have an impact on technology. Of course, a low-cost product only requires less investment, and the biggest profit here is not a problem, and what kind of investment is a problem for the price level you choose to produce. The price is the main problem considering consumers. When they see the price of the game reaches 70 or $ 80, many people become "looked at the price". If you want to sell, you should strive to create some low-cost entertainment products. These facts will make your game price a major decision, which of course will affect your design. 5. What kind of sales do you use for your game? In the game business, sales is everything. If you don't take into account the sales plan that is adapted to the game itself, even the best product game will also face failed. You should do everything you can invested in time and resources to ensure that the game you plan to develop can make full use of the resource of the hand.

The three sales systems you should mainly consider are: retail, shared and direct sales, or any combination thereof. If you plan to use a shared way, your game design should be different from the products mainly retail. The difference between the products in different sales methods should be explored, and your design should be adjusted to maximize people's needs. There are many different sales methods for each consumer looking for fresh flower. 6. Is your game sufficient interactive? This sounds seems strange, but I do see that a large number of games have only low levels of interactivity. This is very troublesome if your game can't make the player interact with the environment. For example, if you are in a city, the player can't talk to these people, which limits interactivity. Thus, if you have a city where many people live, you can only talk to those of them, which actually limits interactivity, so, in your design your games and additional When the game component should make sure they can help the nature of the game interaction. You may not realize that this example in the game has only a low level of interactive example. If you don't pay attention to this question well on some of the game design and development, this is more inevitable. . 2. To give an example, as I said earlier, you should start from the biggest creative question: "What do I want to do?" And then enrich some of your thoughts. Finally, you will face costs and market issues, which will have an impact on your ultimate creative decision. Let's take a look at this problem. For example, suppose you will make a basketball game, your initial goal may be to create a sub-scene, five people's action games for five people, each scene consisting of some beautiful dunk movie video cards. Then you should consider the problems between the cost and the market, who is the right? Can you afford or get the license for the use of these video information? Can you use the "Magic" Johnson or Charles Barkley dubbing? What platform do you use? To answer these questions, you should do some creative thinking to determine how much it is, how much time production, what technological disorders, etc. After many discussions in this product, especially the market and cost factors, you finally decided to design the Windows platform to design the game to three games, rather than designing five people (in order to save time and funds). This way you set some parameters, further creative design should take into account these parameters so that you can regulate your initial idea under the restriction of these parameters. Design and plan are coexisting: they are dependent on each other. Design a game, especially a major commercial product, requiring a better balance. The creativity of real design is also reflected in a realistic framework that is constrained by cost and other technical parameters, and creates an artistic and infectious game. Creative design is not unable to restrict. At this point, we have discussed the ideas, difficulties and problems of various game design, and gradually understands the background conditions of the application of these ideas. Of course, this is not to use these ideas when designing an actual game, designing a RPG game with 3000 characters (and every character has a very cool personality and unique dialog engine) Ok, but you have to consider implementing technical, time and investment restrictions. http://www.gameres.com/articles/program/ABSTract/thinking/gamebase1.htm

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