Skip to main content

Posts

Showing posts from July, 2018

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 because you need to collaborate with game designers on the GDD: level design belongs there size 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 sur

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 ki

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 overstretching lack of test-driven development "determination" to make an average game, which can be boring in both terms of development and playing incomplete GDD lack of problem-solving attitude lack 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