6. Logic 7. Strategy 8. Creativity 9. Balance There are many type of Games Some of the Rules about Game Design… #1 For the Players #2 Uncertain #3 difficult< Game > Easy #4 Define RULES #5 Define a GOAL …
- Act 1: The setup (location, style, characters, catalyst, central question, main action beats) - First Turning Point: Development (unexpected twist, new details, propels into Act 2) - Act 2: Main Storyline, The journey, The quest, the focus of the story. - Second Turning Point: Raises the stakes, propels viewer into a dramatic climax, speeds the pace. - Act 3: Resolution, ties loose threads.
conjunction with Act2. This is how the story is hinted at the player, though never actually told. Act1 is in the logic of the progression through the illogic of the apparent setup and environments. The player is always guessing, but even in the midst of all uncertainty there is a prevailing notion of purpose, and the certainty of a possible victory. Act1 is also in the details. The Creative Part …
The player is then immediately underway, with little knowledge of why he or she is on the move. The justification “it’s a game, therefore I must go right” is enough for now, and the story progresses due to the engaging gameplay. Only subtle visual clues are present during the initial experience. Things like the way clouds seem to converge to a set point, somewhere on the far right; the uncanny way light seems to be slightly sucked towards the same direction; the pattern of some elements in the environment that seem askew, leaning towards the right and almost never to the left. The game plays out… The Creative Part …
only in the event of player awareness, and should not occur before the reveal and consequent understanding of the cycle. As Act2 draws to a close, the player reaches the center of the world, where all light converges. At last the Cristal Tower is in sight, and therein lies the Crimson King. It’s the most bizarre and abstract environment yet. The place is clearly in ruins. The walls appear to be mirrors, and reflected in them, are countless lights. Like stars in the sky. In the top of the tower. The character will find a large stone crystal, with what appears to be a red aura. As the player approaches said stone, he realizes that, reflected in it, is the character. Somehow, you are (or became) the Crimson King. The Creative Part …
Fixture Features: •Contact Callbacks (Publish/Sub Pattern) •Convex and Concave Polygons •Multiple Shapes per body •Dynamic and Quad Trees •Fast Broadphases Queries •AABB Queries •Raycasts •Collision Groups •Sleep Management •Joints (This is awesome) •Controllers (Black holes, Anti Gravity Effects) •Decompose Concave Polygons Algorithms •Great Body Factories
projects. 2. Breakable bodies work nice. 3. Particles Engine well integrated (We support different combos) 4. 4.With Light was well designed and have a good look The Good Parts
Performance Problems with Bayazit Polygons Decomposition (around breakable objects). 4. Composite Classes’ encapsulation was completely broken. 5. Game Editor was not synchronized with Game itself. Some of the zillions problems with Samsara Arch.
Controller «Updates» «sends» «provides configuration» «Notify Entities» «Receives» «< Visualizes» «updates at frame rate» «draws» «draws» «draws» «abstract input received» Class Diagram of the most important Classes and their Relations
projects. (We started to use Samsara Menus). Some of prototypes were made with our Menu Logic 2. Game View Layer well designed (We made a partial export to Android and a Game Editor easily) 3. Our mechanics and Game Design are improving 4. Game supports different languages 5. Distributed Scores The Good Parts
have to create at least 7 classes and a bunch of configuration files in order to the project works. After that you have to create new visitor methods in all the Visitor Interfaces. 2. We Use XML instead of JSON format. Harder to debug 3. Debug a Game is a tuff task. (Our adorable Debug.WriteLines and breakpoints helps but is not always enough to detect the mother problem) The Bad Parts