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Designing: The Game and Its Content



Guide To Designing A Pet Game Part 14

Posted by sunandshadow, 27 December 2012 · 435 views

14. GUIs and Controls, Game Modes and Context-Sensitive Behavior GUI stands for graphical user interface . Borders, icons, menu bars, mouse cursors, font(s), the title screen, the credit screen(s), the help/about screen(s), trading and shop interfaces, pop-up menus, tool tips, any backgrounds which are solid colors or gradients rather than artwork, etc. a...


Guide To Designing A Pet Game Part 13

Posted by sunandshadow, 27 December 2012 · 531 views
sunandshadow, guide, tutorial and 7 more...
13. Minigames, Puzzles, And Other Combat Alternatives While combat is the main activity of many games, other games do not have combat at all, or alternate combat with some other major activity. Changing-up the player's experience by alternating two major activities is done with the goal that the player doesn't get bored as fast. The entertainment value of...


Guide To Designing A Pet Game Part 12

Posted by sunandshadow, 25 December 2012 · 648 views
sunandshadow, guide, tutorial and 6 more...
12. Combat Combat is the single broadest area of game design. Some games do not have combat at all, but a large percentage do, and in a large number of varieties. The simplest kind of combat is random combat : flipping a coin, rolling a die, or rock-paper-scissors. This is not satisfying, because even if the player chooses heads or tails (or whatever) tha...


Guide To Designing A Pet Game Part 11

Posted by sunandshadow, 24 December 2012 · 492 views

11. Tutorials, Quests, Reputation, and Levels Playing a game is all about having interesting stuff to do within the game. So what exactly do you intend your player to be doing within your game? Game design philosophy is divided into two camps, those who favor sandbox play  and those who favor structured play . I prefer structured play, myself, because I l...


Guide To Designing A Pet Game Part 10

Posted by sunandshadow, 23 December 2012 · 750 views

10. Pets In More Detail: Functionality Within The Game, Capturing, Breeding and Genetic Systems As you may have noticed, I've been using a very loose definition of the term “pet”. Basically, I think any interactive animate being the player owns or controls  can be considered a pet . That vague definition includes humans, which wouldn't normally  be consid...






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