Game Design Game Maker2

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    Game Design Game Maker2 - Presentation Transcript

    1.  
        • Brainstorm.
        • Create a design document.
        • Create sprites & define their properties.
        • Define events and actions.
        • Design interface and gameplay.
        • Music and sound effects.
        • Programming.
        • Testing, testing and more testing.
        • Daydream and come up with creative ideas for a game.
        • Once you have an idea:
          • is it a really good idea?
          • is it worth spending time and energy on?
          • do you have access to the necessary resources?
        • If you are rehashing an existing game, does it improve the original and bring new challenges?
        • a document that describes and defines all pertinent details of the game in development, including presentation methods, the story line, instructional strategies, flowcharts and gameplay.
      • (International Game Developers Association)
        • Considers the target audience.
        • Specifies the game’s core objectives.
        • Lists the challenges or levels.
        • Describes how the player will interface and how many players can play.
        • Depicts a theme or genre.
        • Defines unique features that are essential to gameplay.
        • Two or three-dimensional images that are part of an animation or larger scene.
        • There are over 1,500 sprites in Super Mario Brothers 3.
        • Actions that take place as a result of another action.
        • One event can trigger a series of events.
      • Examples:
        • Collision between objects.
        • User clicks an object or presses a key.
        • The timer reaches a specific value.
        • Sprite enters or leaves the frame.
        • How many players can play? Will they take turns, or will they play at the same time?
        • What input mechanism will the player use?
      • Keyboard? Mouse? Controller? or Combination?
        • How will the game menus be laid out and what will they look like?
        • What will the levels, worlds or frame look like?
        • In what ways can the sprites move? What other properties do they have?
        • Is a score calculated? Do players get more than one life?
        • Is there a time limit to complete a level or certain task?
        • Music helps set the theme and bring the game to life.
        • Affects the mood of the player on both the conscious and subconscious level.
        • Sound effects emphasize events taking place or draw the player’s attention to a certain event – less is more.
        • Games can be programmed using virtually any programming language, including:
          • Java
          • C++
          • Visual Basic
        • Much easier to use a game creation engine:
          • Game Editor
          • The Games Factory
          • Game Maker
        • Lite version is freeware (www.yoyogames.com)
        • Uses an object-oriented, event-driven approach.
        • Many built-in functions.
        • Drag and drop.
        • Allows coding for advanced users.
        • Comes with a picture, sprite and animation editor built-in.
        • Many tutorials and teaching resources available.
        • Functionality testing is done by playing the game.
        • Look for general problems with the game or its interface.
        • Is the game stable? When/why does it crash?
        • Are the game mechanics correct?
        • Are the graphics displayed properly?
        • Graphic Design
        • Music & Sound Effects
        • Game Promoting & Marketing
        • Game Documentation & Packaging
        • Project Management
        • Issues of Violence, Health, Intellectual Property, Addiction
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