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I would like you to dig from your dreaming capacity.
Because that is a core skill,
there is the value.
Loops (From Lost Garden)
See http://tvtropes.org/pmwiki/pmwiki.php/Main/TacticalRockPaperScissors
Grids: http://designagame.eu/2014/06/game-development-
unity-2d-part-5-grid-roman-centuriae/
Tower defense. Kingdom Rush: applied creatively, effectively.
http://www.slideshare.net/mochimedia/kingdom-rush-behind-the-scenes
Calculords
“Simple” games combining two or more mechanics.
http://www.calculords.com/index.html
Katamari Damaci: simple mechanics + original theme.
http://www.youtube.com/watch?v=cwhFH75OCDs
Game Mechanics Explorer
http://gamemechanicexplorer.com/#fluid-1
From A Taxonomy of Video Games and AI
http://www.aisb.org.uk/convention/aisb09/Proceedings/AIGAMES/FILES/GunnE.pdf 57
Game feel (Ridicolous Fishing)
Vlambeer https://www.youtube.com/watch?v=AJdEqssNZ-U
No, its 240 ms. See this model
http://en.m.wikipedia.org/wiki/Human_processor_model as
presented in Game Feel book.
http://bit.ly/agdArtInt
http://gameinternals.com/post/2072558330/
understanding-pac-man-ghost-behavior
Sound effects? What are those?
https://www.youtube.com/watch?v=oWAaGkZNIBE
Is your universe defined by a story, generated when
needed, or … procedural generation http://bit.ly/agdProc
The console of the future today
http://techcrunch.com/2014/12/21/the-perfect-
gaming-phone/
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Balancing Excel
as detailed in chapter 11 “Math and Game Balance” of Introduction to Game Design,
Prototyping and development.
Premise: You are making a game.
- Are there doors in your game?
- Can the player open them?
(MECHANICS)
- Can the player open every door in the
game? (MODEL)
Mechanics example: The Door Problem
- Or are some doors for decoration? (UI)
- How does the player know the difference? Are doors you can open green and ones you
can’t red? (UI)
- Did you just remove the doorknobs and call it a day? (SIMPLIFY)
- Can doors be locked and unlocked? (MODEL)
What tells a player a door is locked and will open, as opposed to a door that they will never open?
(UI)
- Does a player know how to unlock a door? Do they need a key? To hack a console? To solve a puzzle? To wait until a story moment passes? (LEARN TO
PLAY)
Are there doors that can open but the player can never enter them?
Where do enemies come from?
Do they run in from doors?
Do those doors lock afterwards?
How does the player open a door?
Do they just walk up to it and it slides open?
Does it swing open?
Does the player have to press a button to open it?
Do doors lock behind the player? What happens if there are two players?
Does it only lock after both players pass through the door?
What if the level is REALLY BIG and can’t all exist at the same time?
If one player stays behind, the floor might disappear from under them. What do you do?
Do you stop one player from progressing any further until both are together in the same room?
Do you teleport the player that stayed behind? What size is a door?
Does it have to be big enough for a player to get through? What about co-op players?
What if player 1 is standing in the doorway – does that block player 2?
What about allies following you? How many of them need to get through the door without getting stuck?
What about enemies? Do mini-bosses that are larger than a person also need to fit through the door?
And so on... http://www.lizengland.com/blog/2014/04/the-door-
problem/
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An applied game (serious game) is a game designed for
a primary purpose other than
pure entertainment.
Take this as a sort of definition. Hard to say which are not serious. Note
that in effort, style, problematic this changes little.
… a game that is just engaging, can’t stop playing it
(for a while, then can’t even
bear seeing it)
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… a collateral game (say part of a viral campaign) that promotes something as it
is sponsored by it
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An applied game (serious game)
is a game that teaches something
complex without declaring its
intentions.
Getting more specific. Teach can be read simply as “experience”.
Friday, February 27, 2015
Category, competition,
avatar, war, reward, levels
Vs.
Inclusive, mentor, path,
story, transformation
A language change. 99
Addiction by Design Natascha Schull
http://gelconference.com/videos/2008/natasha_schull
97% is given by the slot machine – study IT
My twitter stream is mostly dedicated to game design:
http://twitter.com/ppolsinelli
A blog on game design http://designagame.eu
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