Skip to main content

Game Design


So You're Going To Make A Game For The Very First Time?

Note:
This article was interesting, especially to someone who likes games but isn't pushed on making them. It talks about the fact that you need good programming skills and also it says to try and take inspiration from other good games and modify them and change it up. It also talks about reining your self in and trying not to be too ambitious or go too big too quickly, focus on functionality over appearance, which is important. Take time to test it and see if it works or is fun and then improve it and take time to do so.

Pulling the Plug: In Defense of Non-Digital Teaching and Learning

Note: 
The article above is a rather interesting one indeed.  Gaming requires a lot of high technology tools and programs but also a lot of knowledge on them too. The article tries to make the case that games should take inspiration from non-electronic games. The article poses a fascinating concept that is well executed. When reading it makes the case that using non-electronic games helps make design more of the focus and more attention and effort is put into it, computers can't be used as an excuse for an inferior product. Graphics aren't the main worry and instead, a good, well balanced and well-made gameplay is the main focus. It also makes the point that prototyping is more efficient which is a benefit to the process. 

The Essence of Euro-style Games
url

Note:
This is another unique article, like the second one above. This article seems to talk about the subject known as "Eurogames". This refers to the craze of euro games, these are tabletop games that have indirect player interaction and try to focus on more strategy and planning rather than being lucky and tries to eliminate that aspect. They aren't abstract like games of chess but are more abstract than games like Cluedo and some wargames. The article lists out other aspects like, take less than an hour, players aren't eliminated and are visually interesting with short player turns. The article goes through more common aspects, features etc, in more detail, with nearly a whole paragraph for each aspect that makes up a euro game. 

Comments

Popular posts from this blog

Introduction by Nate

Hello, I'm Nathan, a second-year student at ITB. I'm 20 years old and from Cavan. This blog post is about me and hobbies, aspirations etc. If you're reading this, then I'm surprised you want to go through such torture. First of all, I really enjoyed CDM year 1. It was a great experience and felt it was fun and got to meet great people and do interesting things. I still can't get over the fact I'm in college or I even made it to the second year. Thought I would've had a mental breakdown at this point When doing the semester last year, I really enjoyed Storytelling and narrative. I find it fascinating to sit down and talk about films, I'm a bit of a movie buff so I did enjoy breaking them down and even tell a story or two. Honestly my biggest accomplishment last semester was actually getting through to second year and hell, even surviving it knowing me. My goals for this module is to plan out and hopefully make a small film for our group project as its

Game Vision Statement

Megaman style gameplay link:  Link to image The genre of game I was thinking of doing was a retro style platformer in the same vein as Mario or Mega Man. What I mean by that is the game will be a side-scroller with enemies and possibly bosses at the end, finding collectables and use power-ups. The gameplay will take a healthy mix of Mario and Mega Man. The gameplay will take the style of attacking and powerups and consumables like Mega Man with the simplistic and casual fun Mario provides. It's challenging but not annoying or frustrating to the point of forcing the player to quit.

Final GDD

This blog post is about my final GDD for my game. This will help me plan out my game and know what I need to implement it. Here is the link to my  GDD on Dundoc