12. SO WHAT?
Action Lots of fantastic button pushing, blood, explosions, hot girls (boys) etc.
Adventure The story matters, progress tracking
Strategy Nontrivial choices, decision making and lots of units
Simulation Optimization exercises, real-world behavior
Puzzle Hard analytic thinking (especially in Match-3)
Toys Software you just have fun with, it should be cute and emotional
Educational Learning by doing
Game genre usually describes the components of the game and
intercommunication between.
15. …your game is: world, player, entity, enemy, score, quest, menu etc.
THINKING IN TOKENS
TOKENIZATION
16.
17. DESCRIBE TOKENS
• Token is ‘object’
• Think of every token you can think of
• Do not try match token on a language feature
• Build interaction matrix
• Symmetric
• Asymmetric
• Discard tokens you don’t need
26. PRIORITIES
• Speed
• Performance
• Flexibility
• Portability
• Maintainability
THE THREE LEAD BALLOONS
1. Bad management.
2. Feature creep.
3. Developer insularity.
27. THE SEVEN GOLDEN GAMBITS
1. Plan for reuse. Don’t reinvent the wheel.
2. Document. Don’t keep it in your head.
3. Design first, develop second.
4. Schedule. Make sure everybody knows the
targets.
5. Catch mistakes as you go along.
6. Control the degree of R&D.
7. Know when to draw the line.
28. ALL GAMES ARE THE SAME
Your
Unique
Game
User
interface Bidirectional
event
handler
Data engine
(graphics,
level etc.)
Dynamics
engine
(collisions
and physics)
Logic engine
(the heart of
the game)
Graphics
engine
Sounds
engine
Hardware
abstraction
layers
Game
configuration
system
Menu
system
Online and
help system
Backend