Thursday, March 26, 2015

Power Ups

Power Ups can be:

1. Coin type
2. Kill all enemies
3. Invincibility
4. Strike
5. Powerup Magnet
6. Set Checkpoint
7. Next Checkpoint
8. Restart Checkpoint

Tuesday, March 24, 2015

Game Mechanics, Dynamics and Aesthetics

What is the difference between Game Mechanics,  Game Dynamics and Game Aesthetics?

Game Mechanics are the rules of the game.

Game Dynamics is the direction or resulting effect of the Game Mechanics.

Game Aesthetics is the experience of the player based on the Game Dynamics.

For example,  certain game mechanics might reward a player with power ups including shields.
The resulting dynamics is that the player is invincible and can defeat enemies easily (positive feedback loop). The aesthtics is the feeling of satisfaction and accomplishment on defeating the enemies.

Certain schools of thought in Game Design advocate starting with Aesthetics then work backwards to Dynamics then back to Mechanics. For example, first ask yourself, what sort of Player experience/feeling do I want the player to have?  Is it accomplishment, anger, fear, greed, friendliness?  Then find out what sort of Dynamics can bring that feeling/experience? Then determine what sort of mechanics can bring about those Dynamics.

So, designing game is designing experience.

A formal definition is:


Mechanics describes the particular components of the game, at the level of data representation and algorithms.
Dynamics describes the run-time behavior of the mechanics acting on player inputs and each othersí outputs over time.
Aesthetics describes the desirable emotional responses evoked in the player, when she interacts with the game system. 

MDA : A Formal Approach to Game Design and Game Research

Monday, March 23, 2015

How to Design Better Games than your Competitors'

Study your competitors' games.

Jot down what you like and what annoys you.

Design your game based on your competitors but leave out the annoying and improve on the parts that you like.

Saturday, March 21, 2015

Quick and Dirty Prototyping

Here's a good article on Quick and Dirty Prototyping

Basically, use placeholders to represent artwork. Get the playtesting done early and repeatedly.
Don't put in high quality graphics until the very end - to avoid Asset Guilt.




Graphic Assets

Where to get graphic assets? Below are some sources.

1.  Super Pixel Time

2. Open Game Art Tutorial

3. Making Pixel Art Tutorial

4. Graphic River

5. Construct2 Art Shop

6. Graphic Buffet

7. Open Game Art

8. Atelier Store


Game Themes and Styles

What is the difference between Themes and Styles?

Themes:

   1. Fantasy

   2. Seasonal

   3. Racing

   4. Zombie


Styles:

   1. Minimal

   2. Pixel

   3. 2D

   4. 3D

   5. Isometric

   6. Retro

   7. Arcade

   8. Realistic

Tuesday, March 17, 2015

List of object types


Based on Buildbox object types:

1.  Object - other non player objects

     a. Platform

     b. Physics Object

     c. Enemy

     d. Enemy Bullet

     e. Character Bullet

     f. Decoration

    g. Wheel

2. Character - the player

3. Action

4. Background - sky, mountain, ground