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Showing posts from April, 2018

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 there a clear to read and understand GDD a clear task list don'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 no

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