Skip to main content

What does a good game consist of? (part 30)

 Good company organization

There is no need for employers to panic every single time someone
does makes a good job, to have a promotion meeting to evaluate the
performance. What is enough, is personal respecialization, or adding

the workload. A big problem however still remains are finances, but
only more if there are promotion problems. So what remains are big
financial risks. It takes a process meeting, and all workers have to

be informed of respecialization, even more in the cause of promotion.

Level dynamics

Good company organization leads to proper level design. Which
requires, that all levels are minimally or optimally connected to each
other, so that there is story cohesion, not only even in the cut

sequences. A good way to start would be to make an entire list, of
all the most important moving part of the level: character move
boosts and the moving parts of the level. After that list all the

level objects that are affected by wind. And finally list all the
parts of level that are dynamical, which means thar moving
internally. Level dynamics are very important, because they cause

external objects moving as they can be described on the level and
game design documentation and can be therefore seen on the level
while playing and on the dynamic level map. Level dynamics are in

other words internal object moving, if they are related to level
design. In other words, wind can be used to be a requirement for the
accomplishment of level's to beat tasks. Level dynamics are

basically every thing that moves, such as puzzle rooms and physics.
To make proper level dynamics, all the moving parts of the level
should be running in a growing loop. What regards the physics on

the other hand, a good place to start would clouds affecting lighting
rays, and water moving and waves flowing in a growing loop
functioning. A good level dynamics video game would be Prince of

Persia: Sands of Time.

Comments

Popular posts from this blog

object oriented programming

Object oriented programming is a sound and bold approach to c++ and internet wiring application and video games. It reduces a lot of code messes, made by global and half global functions. One of the more advanced object programming techniques are private access, poly morph and object message inheritance. It is set by c++ bjarne stroustrup and iso isometric standard convention comitee to use classes instead of structs and structures for making objects. Which means you most definitely should , but not must or have to. class Monster {     std::string memory_attributes{}; public:     void treck();     void track();     void trace(); }; The treck() function makes the monster roam and do human like jogging and trimming. track() means the monster goes ai path tracking and trace() means it tries to find other monsters in the area. class Weapon {     std::string memory_attributes{}; public:    void use(); }; void Weapon::use() {   ...

C++ and OOP in a different manner

Keep in mind this article is meant strictly for C++ game devs and not for application programmers or game devs of scripting/other languages. I have my own technique when it comes to OOP in C++. The game I'm deving right now(or we are making) is a simple windows console project. It's up to you to decide whether you'll use this technique. First let me tell you in which cases you might need this technique: if you're ready for a new look on OOP if you need a new toolset for your coding practice if you like to learn(which I clearly hope for) So, the technique then. Decide which you prefer more: classes or structures. This helps you understand what kind of objects you want in a game.