Developing_Your_Game_Idea

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Developing Your Game Idea:

Developing Your Game Idea Computer Games Design

The Game Title:

The Game Title It is important to choose a good name as it is the first thing that will grab the interest and attention of potential buyers/ players. Game Titles should be memorable and they should give a feel for the atmosphere or game play of the game. They should also be unique.

Game Title Ctd:

Game Title Ctd Game Titles may s uggest an atmosphere The Darkness - Alone in the Dark - Fallout be named a fter the main c haracters or location - Battlefield - Pacman - Super Mario Bros describe the gameplay - Need For Speed - We dance- Pong

Game Genre:

Game Genre Most games, even ground-breaking ones, fit into an existing game type or genre. These categories are usually based on the style of the game play and the perspective the player has when interacting with the game. However some games don't easily fit into existing categories, and can cross over between one or more existing genres so don't feel you have to restrict your ideas to match the listed genres. Action – Shooting -Fighting – Platform - Arcade Simulation – Role Playing – Sports – Adventure Strategy – Racing – Puzzle – Educational – Childrens etc

Goals:

Goals What does the player have to do? A game will have short term goals – how to complete the immediate challenge and long term goals i.e what the player needs to do to complete the level or win the game. An example of a short term goal could be collect a key that opens a door where a long term goal may be to get to the level. Think about how will you present the goals clearly to the player.

Levels:

Levels As the game progresses, how does a player advance through the levels or stages? What is the level structure of your game? Is the structure of your game linear, with each level leading on to the next? Or can each player explore them in a different order, choosing their path through game? It's important to think about how you are going to escalate the gameplay as the player progresses. Look at introducing different game mechanics or challenges one at a time, don't just throw everything at the player at the start. Reward the player's progress with something new each time

Narrative:

Narrative Does your game tell a story, if so how is this revealed to the player? Is this just a simple backstory that sets the scene, or an ongoing story that the player experiences as the game unfolds? Try to integrate the story of your game into the gameplay as much as possible, don't rely on lengthy cut scenes or descriptive text. The player wants to play the game, not watch it, so keep it dynamic and interactive by incorporating the story into the levels and challenges in the game. Not all games have to be story-driven. An abstract puzzle game hardly needs a detailed backstory. However, other games use the narrative to pull the player in and give them a reason to progress through the game

SinglePlayer Or MultiPlayer:

SinglePlayer Or MultiPlayer How many people can play your game at once? If it is more than one, do they compete against each other, or can you play through the game co-operatively? Think carefully about how to balance a multiplayer game, so that it is still fun for all players, while still having variety. If you're making a competitive multiplayer game, how does the scoring system work? Without level progression driving the game forward, how is the game structured? What happens to players who are knocked out of the game or otherwise 'killed'? A competitive multiplayer game needs to be very thoroughly designed as it is played over and over again.

Gameplay:

Gameplay Gameplay arises from how the player uses the range of possible interactions to overcome the game's challenges. The types of actions the player can perform will be largely determined by the genre of the game, but try to find new ways to present these interactions. Think of simple interactions that can be combined in different ways for new gameplay.

Gameplay ctd:

Gameplay ctd T hink about how the game responds to the player, what feedback is given in response to the players actions, making sure to distinguish between successful and unsuccessful actions. This is essential in creating a responsive environment that allows the player to become immersed and feel like they are 'in' the game. Look at what the controls for your game will be, which keys or mouse clicks will be used to trigger interactions. Remember to keep it as simple and intuitive as possible, the challenge should be in your gameplay, not in memorising a complex control system. One way of doing this is by making some actions context sensitive, so the function changes depending on the situation. For example clicking on a person might start a conversation, while clicking on an object picks it up. Writing a list or drawing a diagram clearly showing all the controls in the game can help give a quick overview of your intended gameplay.

User Interface:

User Interface How are you going to present menus, instructions, and feedback? Are you going to use a HUD?

Visual style & Perspective:

Visual style & Perspective This is important as it sets the mood and tone of your game. The look helps players know what to expect - if it looks cute and cartoony then the game probably isn't going to be a realistic simulation experience. Think of ways to use visuals reinforce the gameplay and narrative.

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