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What does a good game consist of? (part 23)

The Art of World Design

This is not a sales pitch for a book, neither can I give you the rules of making great levels and worlds but I'll try to get as close to the optimal as it gets.

The title of the post points to making a good game world is an art-it's hard to make but very rewarding to mental, personal and financial growth.

It is also not meant solely for level designers, but for all profession of the game development.

How would a great game world look like then?

Here are some things to consider:
you should make a different kind of secrets: they need to be hard to figure out but some of them have to be easier otherwise people give up-especially becauseyou need to collaborate with game designers on the GDD: level design belongs theresize is very imporant-not too big to wander indefinitely and not too small to discover everything A great game world be:
not the standard green jungle, white shores and half-transparent water with secrets to find: I'm sure we don't need…
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What does a good game consist of? (part 22)

A Song is a Cure for the Soul

Music is an essential part of our lives, as it heals emotional wounds. This is no different in games.

The songs in the game don't have to be orchestral, professionally sung and don't need expensive music editing tools and quality music types.

I think good music can significantly increase the quality of the game.

I think Linkin Park has music which could easily belong into action games and action RPGs.

So how would one make a good music for a game? Just select a theme for the song from the game.

A game with a very appropriate music would be Need For Speed Underground 2.

I think music is more imporant in the game than graphics, as it can actually be described in the GDD
(game design document).

Since music heals emotional crysis and helps the hardship of life, it is important for it to be done responsibly which means making quality music.

This returns us to why games have to be quality and lack of thereof can be a threat to human kind:
if all music w…

What does a good game consist of? (part 21)

Programmer's Role in Game Development
-part 3:

Why is Coding Hard?

This is the last of the three part miniseries which describes the programmer's role in the game development process.

So how come it's so hard to code something?

One of the main reasons is the need to be well-prepared for it which most programmers are not. In other words preparation-one or more of the following reasons include lack of being prepared for the task:
the programmer is coding by the most difficult thing they learnt, which means they don't do what is in their capability but overstretchinglack of test-driven development"determination" to make an average game, which can be boring in both terms of development and playingincomplete GDDlack of problem-solving attitudelack of a productivity plan So mental preparation is the main problem here: prepare yourself to code better and faster!
go step by step, and work with what you have learnt so far, not of what you are currently learningbuild on sm…

What does a good game consist of? (part 20)

Programmer's Role in Game Development
-part 2:

Bug-less and Glitch-less Game

It's not remotely easy to make a game which contains zero bugs and cheating glitches, but the rewards are awesome. If you manage to make one, it would mean the players wouldn't ever complain about the game mechanics.

It's one of my goals for my game for it to have bug-less game-play and AI.

AI is especially one of the reasons to make a bug-less game. All games have at least one bug in artificial intelligence which greatly degrades and dumbs the Artificial Intelligence.

On the other hand, a very good AI doesn't include any bugs.

You have to both prioritize your bugs("critical", "essential" and "trivial" in example), and make sure you solve them all.

How do you make a bug-less game then? Not remotely easy, but it involves having a decent amount of alpha/beta testers. Also you need to be persistent, determined and decide fully you're going to have
no bugs.

What does a good game consist of? (part 19)

Programmer's Role in Game Development
-part 1:

Better Code Organization

This will be a bit different blog post compared to the previous. It will be a sub-series of the role of programmer in the game development. The first part of the sub-series will explain how a game programmer is more effective alone or in a team.

Code organization is in my experience essential, as the amount of code quickly increases, especially if the game has many features. It includes:
knowledge of the programming language, APIs, dev kits and make sure you know the techniques with which will you finish the project list of steps to get therea clear to read and understand GDDa clear task listdon't rush to learn everything about everything related to your project-set to make a project which you can actually handle(=have learnt 98%-100% about it) There you go, one step closer to understanding how to make a classic game.

What does a good game consist of? (part 18)

Good Difficulty

Before we dive into the main subject, I want to remind you I'm still on a mission to make a definition of what makes a game a 100% classic.

One of the main problems with games is difficulty curve. Which leads to very steep learning curve.

The curves are in relation between each other.

Let me make a couple examples of the difficulty and learning curves:
-Painkiller: good difficulty four settings, but the game relies on finding secrets, which can take months to solve, and it kills the tempo in the game
 -Unreal Tournament: like many other games, there is a high jump in the difficulty-earlier levels are easily beatable until you reach a level which you can't beat for half a year plus(literally)

I think I have to say I prefer a learning line instead of a curve. Same goes for difficulty. Why?
Because an exponential curve is the opposite of a well-balanced game.

So what's the solution? In my opinion as constant as possible line, not too flat nor too steep.

A cou…

What does a good game consist of? (part 17)

Game Analysis - Gem Craft

Let us continue our journey into figuring out what does a good game consist of, and therefore make an attempt to save the world suffering from less than 10/10 games. It is indeed a threat to all human kind-it would not be an end of the world, but entire world would suffer lack of fun which comes from not having classic games. To me everything that is below 10/10 rating(or 100/100) is not optimal, no matter how "good" the game is. This lack of fun could soon affect the other types of media which take inspiration from games.

This blog post is about Gem Craft, a tower defense game and it's analysis.

Chapter 1 - The Forgotten
This is not the first story chapter but the first part in the Game Craft series. It is the easiest part in the series, but still challenging for some. It has a score system for advanced and hardcore players, cool bosses and unique spells to upgrade. You have gems of different colors which you socket into towers and traps