Game Design Ten Princess Travis S. Casey 1. Writing your favorite game is not a cloud. As long as you are love with your friends. The same reason, don't write a game theme just because it is currently popular. Write your favorite theme so that you can inspire your enthusiasm. 2. Experience is the best teacher learning game programming is to read a large number of game programs. Play and analyze these games, then design your own game or extend the game. My most important experience is role-playing games, and many of my gameplay are also from them, but their ideas apply to all types of games. I have read a lot of RPG games, and there are about more than 70 rough calculations. I have played most of them, more than forty. Not only playing and proficient in these games, I also analyze them. What makes these games or bad? How do I modify it? Which part is excellent? Which parts are not satisfactory? why? After playing and analyzing other games, I use these knowledge for my own game. For example, in the "Super Hero" game, "Fighters" and "Hero" have achieved better results in using the "exponential translation algorithm". If I want to design a "super hero" game, I know "Index Change Algorithm" is very preferable. Such an analysis can give you a lot of validated ideas for your work. 3. Test, test, test your game, play as many times as much as possible. It is best when you are not present, let others play, tell them again. (Let others play games when you are not there, "blind test"), there is also, push your rules. Consider the hypothesis, solve the probability complexity. For example, if you are designing an RPG, try to find a average people with a bows from one meter, five meters, ten meters, fifty meters, and a hundred-meter-size target. For World War II games, check your monitor and solve a small infantry to destroy a tank. Repeatedly calculated under different conditions, such as: different terrain, night, etc. This will help you find a place in mathematics or have built a bad assumption. 4. Learn background knowledge If you want to make a medieval magical game, you will read the medieval literature and history. Read the book and the existing medieval legend of the magic. The same is true for other types of games. If you want to be a game of Vietnamese fight, you should read the righteous history and wild history of war, especially the analysis of strategy, tactics. All background knowledge can be used in several ways: First, help you create realistic roles. In addition, it can reduce the possibility of major errors in terms and background knowledge. Of course, the information should be itself interesting. If you are not interested in the you want, why should I write this game? 5. Regular education chooses a class of probability and statistics. Try to read some mathematical theories in the game. You may feel that it is not used, but it can help the perspective algorithm. Consider your English (or other languages you published in the game) When the game is well written, it is easier to learn, at least a large number of grammatical errors. If you want to make a computer game, you may wish to learn a few doors when you have any programming classes. You may not learn what the program is specific, but a good course can teach you how to organize procedures to make it easier to maintain and discover errors. Building a "reference library", it is a series of games related to your game engineering, book information. When you have a sudden inspiration in the morning and the library has been closed, it will be very useful. 6. Take some time a game is like a child, when it is born, its parents always think it is perfect. Summary from your game to get some new views, avoid being exhausted. Repeat this process again. 7. Keep a record to determine if you have a copy of the game. If you are entered on your computer, you have kept a hard drive and a soft disk copy, and then print a clear nearest version (such as printing a month, if you do it, print a week).
You will not feel too much, because your good friends will come to you or want to have copy. And these copies can reduce loss opportunities you caused by hard drives or loss of notebooks. The same truth, the copy of the old version is good. If you find new ways when you have a good time in the game test, you have throw away the old version, what should I do? At least a copy of the last version before, put together with your current version. 8. Other precautions excellent planning and writing are good, but beautiful visualization illustrates the beneficial to your sales. If you want to move your own move, learn some desktop publishing, or find some ready-made illustrations (such as: editing art or government publication) or find someone to help you some illustrations. Find a person engaged in printing industry and explored him some cheap methods as possible. Low prices can help sales, low cost is conducive to your income. 9. Remember this is just a game not to ignore your real life because of making a game. If someone doesn't like your game, don't mind. Don't worry about stealing your creativity. Remember the first martial arts, you will have fun from your own. 10. There is no tenth :-) In addition, there are some additional advice from Tom ("Prism Game"), thank Tom! : 1. Constant innovation is very good. If everything in your game is very met, it seems to be stolen. If all things are not unfair, people feel unfamiliar. Common, a single unique idea is good, but you will make your game look like a "variant", and two familiar creative creation will make the play with freshness while easy to get started. So don't try to completely come from new inventions, but should be clearly clear, concise, and simply use the innovation and interest in expanding key concepts. 2. Fixed and carved your game ideas. Test is not only to clear the mistakes in the game and rules, but also like a seminar, and the game designer can find what is really necessary to express. If you leave the test to the end, this discovery will have no benefit to you. If you perform early testing and often try to find this game truly, you can improve this game. "Alpha" test is asking: "Do you really have this game?" "I got it?" "Beta" test seems to ask: "Do you use the best way to achieve this effect?", "" Is it the refinement of the game? Or can it be simplified or deleted? "" Whether all major game systems work together, give me the game experience I expected? "" Gamma "test is asking" how to improve games Breaking balance and introduction? "Many designers stayed after alpha (producing an attractive but a defective game) or from Alpha to Gamma, skipped Beta (producing a good but not enough than the perfect game ). It is usually necessary to rely on your intimate friend / gaming group and early criticism analysis, helping you find what it can improve a pretty good game. Some other suggestions: In the process of making the game, there is no clear and obvious test "stage". I tend to do every stage. I modify some systems, abandonment or replace some, improve other balance of balance and introduction, almost do at the same time. These parts come from the main game type of the main game of the game - Cosmic RPG, you must do a part in a time. The key is to seek to meet your best work. Try with different ways until you find the way your right, then use it to get it. . . .
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