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Daniel_Whisper

Rookie game design blog

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Hello there. First of all an introduction, I'm Daniel, and I've joined this community in order to learn game design more deeply, a trade which I admire and wish to have in the future.

Secondly, like stated, the intent of this post is to show around my little blog project for starting game devs, "A Videogame's Tale":

[url="http://videogamestale.blogspot.com.es/"]http://videogamestale.blogspot.com.es/[/url]

Anyway, the objective of this blog is basically to teach about both creative and technical aspects of video game designing, as well as putting some real life examples, and some projects of my own.

My final objective is that one can read the journal and end up having an idea of what they should keep in mind and what to avoid when designing.


So I now turn to you, fellow gamedevvers. What do you think of it? Is it good? Is it boring? Does it hurt your eyes? How could I improve? Maybe be less elementary and get more technical?

I really want to become better both at game design and this "journalism" (quote quote), so I really wish for feedback. I thank you in advance for any advice that you can give me!


(If you notice I have put this in the wrong forum, do tell, but I've searched a bit and I haven't found anything against posting it here.)

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Hey Daniel! I'm new to the community too, and also new to programming.

I read a little of that blog, and I think it's purrty yarn awesome! This is coming from someone who is inexperienced and finds many things awesome, eheh. Still though, it felt very quality in my opinion, both in writing and in information.. I felt like I learned something!
The only thing that might need fixing that I noticed was the description/motto under the title, doesn't seem to match the quality of what's below! That fix is more useful towards the judge-a-book-by-it's-cover people visiting the blog(and me pointing it out reminds me of marketer/advertiser-type business people, *shiver* [img]http://public.gamedev.net//public/style_emoticons/default/tongue.png[/img]), but it sure is an easy fix!

Now as for this "more technical" question... well here's my opinion as a beginner(...if your blog is aimed at beginners at all x.x...) : I think, I'd love if you would take technical aspects and make them easy to understand using your writing skills. Perhaps creative writing, to use non-technical explanation to show the technical side... or perhaps even merge the two, or at least have both sides of the spectrum! It'd be interesting if you not only stuck with one aspect of the technicality too, such as when you're explaining "how" to make something work, you could also discuss "why" - including as "why not" and "why this instead of...". Perhaps go into the big picture of it, and maybe even the tiny details and facts, as well as the middle-ground.[size=5]*[/size]
And of course, keeping it game-related... that definitely helps! I understand health bars and inventories over databases and accounting software!

[size=5][b]*[/b][size=2]For example!: "Here's what the [b]blah[/b] piece of code does, you'd probably want to use it when you're doing [b]this kind of thing[/b], but maybe not so much when dealing with [b]that kind of thing[/b], in which the [b]blergh[/b] code would be better for. Here's an example [i][insert example][/i]. - Now this [u]blah[/u] code in the big picture is like.. [i]whoah[/i], and just.. [i]bam[/i]. Remember though, [u]blah[/u] can do this, but not [b]that[/b].. [i]ever[/i]... and if you do [b]those other things[/b] with it, it'll change it automatically to a [b]bleh[/b].
(The above is an extremely crude example, x.x)[/size][/size]

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[quote name='Daniel_Whisper' timestamp='1333097174' post='4926608'] the intent of this post is to show around my little blog project
[/quote]

Then it belongs in Your Announcements. So I'm moving it there.

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New post on the blog, where I analyze the most common issues that appear in an Adventure game, and that should be accounted for when designing one.

http://videogamestale.blogspot.com.es/2012/03/you-design-like-dairy-farmer_29.html

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New article about the Unified Modeling Language.

I felt it was necessary to teach the basics of UML before continuing further on examples, as I will be using it in the blog and can also prove useful for teaching the rookies the ropes of this standard.

http://videogamestale.blogspot.com.es/2012/04/uml-or-standard-doodling-methodology.html

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New article, finishing the basics of UML.

Here I talk about a pack of behavioural models, the Sequence, State and Use Case, ending this tutorial. I believe it's still useful to learn about them even if they may sound basic.

http://videogamestale.blogspot.com.es/2012/04/uml-or-standard-doodling-methodology_15.html

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I totally forgot to update the blog this Sunday! At any rate, here's the new article.

http://videogamestale.blogspot.com.es/2012/04/thornbow.html

I wanted to show with a little example the importance of consistency throughout storytelling in general, in particular videogame storytelling.

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Geez, it's been a while, sorry. Double update though, soft introduction to data structures, specially the stacks, with a c++ implementation.


http://videogamestale.blogspot.com.es/

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@Paul: thanks! I've been considering it. Think it would be a good decision?

New article! Followup about the queues and priority queues. Also, holidays! So I might just have enough time to update more often ;)
http://videogamestale.blogspot.com.es/2012/06/data-structures-queue.html

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Continuing the Data Structures Tutorials, here's the new article: Lists (where arrays have no meaning and your whole life is a lie) http://videogamestale.blogspot.com.es/2012/08/data-structures-list-where-arrays-have.html

I've also done a bit of redesign on the blog's theme. See if you like it better this way.

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