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5 Alternatives to a Game Design Doc « Gravity Ghost

5 Alternatives to a Game Design Doc « Gravity Ghost
If you're building a game with a team, communicating the design vision in a clear manner is essential. So what does a game design look like? The most well-known way to describe a game's systems is by writing a Game Design Document. But I much prefer to work visually, so here are 5 ways you can communicate your vision without resorting to long blocks of text. Few things can sum up your goal like an illustration of the desired result. Pencil sketch, plus a Photoshop pass for color and contrast. Even if you've embraced the philosophy of rapid prototyping and iteration, at each stage you need a goal to iterate towards. What if your game needs moving parts to explain what's going on? The final presentation had nearly 70 slides illustrating steps in the gameplay. If you're lucky, a series of mock-ups like this can do more than explain your goal: it can energize and inspire the team to do their best work. This is an activity I have all my game design students do.

Tiny Game Design Tool Features - Designer's Notebook: Designing with Gameplay Modes and Flowboards Before I start this column, I have two announcements. First, it's about time for another edition of my "Bad Game Designer, No Twinkie!" columns. (See my previous installments for game misfeatures, design errors, and personal annoyances covered in the past.) If you've got a game design gripe you'd like to get off your chest, send some E-mail to notwinkie@designersnotebook.com. Second: if you are the chunky, dark-haired fellow with a maroon shirt and an Armenian last name who chatted with me on the mezzanine of the San Jose Convention Center at the Game Developers Conference, and accidentally left behind a signed copy of Richard Rouse's book Game Design: Theory and Practice, I have it for you -- drop me a line. One of the questions I get asked a lot is, "How do you start designing a game?" A central idea at the heart of most videogames is the concept of the gameplay mode. When a player plays a videogame, he experiences three things directly: Give it a try!

Tile-based 2D Platformer Now that we have decided that the player character will be represented by a kinematic object, we can move it around freely by setting the position. Let’s start with moving left/right. The movement will be acceleration-based, to give a sense of weight to the character. The two vertical bars marks the beginning and end of the frame. v1 = v0 + acceleration * dt The colored area is the translation we are supposed to apply to the player character during the current frame. translation = (v0 + v1) * dt * 0.5 This is how we integrate the acceleration and velocity to move the character in the update-loop: If you are unsure how to handle input in Defold, there’s a guide about that here. At this stage, we can move the character left and right and have a weighted and smooth feel to the controls. Gravity is also an acceleration, but it affects the player along the y-axis.

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infinite_adaptive_mario [Slug Wiki] Infinite Adaptive Mario Download: here Requires: Java 1.6 Controls: arrows to move, 's' to jump, 'a' to run Recently, there has been increased interest in building games that dynamically adapt to players. Infinite Adaptive Mario expands on Markus Persson's Infinite Mario by adapting to the skill of the player. The player begins at level 50, which produces levels with a moderate degree of challenge. The best way to get a feel for how dynamic difficulty works in Infinite Adaptive Mario is to try it out for yourself. Levels generated at the easiest and most challenging difficulty settings:

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