What do you consider to be "fun" ?
What do you consider to be fun? Start with two distinct, well-known and popular games, combine their gameplay elements in unexpected ways, prototype until you get something that looks like a game that could conceivably be played on a mobile device, get people to play it, collect feedback, iterate to fix any major flaws identified by your testers, repeat until you hit the deadline, submit, profit.
Fun cannot be calculated (no matter how hard some people would like it to), it just "happens". So get coding and surprise us
Here's a few ideas to get your neurons started:
- bomberman and tetris (perhaps two players fighting against each other for blocks somehow)
- frogger and snake (the snake can be killed by moving objects - how?)
- FPS elements in a top-down 2D game controlled by tilting the phone - think paintball?
Also, polish when you've got the gameplay sorted out. Good art, good music, everything, else your awesome game won't score very high, unfortunately.
Edited by Bacterius, 11 July 2013 - 11:58 AM.
The slowsort algorithm is a perfect illustration of the multiply and surrender paradigm, which is perhaps the single most important paradigm in the development of reluctant algorithms. The basic multiply and surrender strategy consists in replacing the problem at hand by two or more subproblems, each slightly simpler than the original, and continue multiplying subproblems and subsubproblems recursively in this fashion as long as possible. At some point the subproblems will all become so simple that their solution can no longer be postponed, and we will have to surrender. Experience shows that, in most cases, by the time this point is reached the total work will be substantially higher than what could have been wasted by a more direct approach.
- Pessimal Algorithms and Simplexity Analysis