Elements
Elements of an object or a subject can be hard to understand, because
they are well related to the chemical periodic system of elements.
Same goes for elements in a video game. Just like real world physics
and real world graphics can be made in a video game, so can be real
world chemistry. This includes xenon, titanium, radioactive platinum,
sicilium, carbon, dirt water, oxygen, hydrogeneric, helium, ether,
nitrogen, sodium and magnesium. If you combine dirt water,
hydrogen and ether, you get internet potential water. Obviously you
wouldn't need that substance in a video game virtual world, but it is
possibly required in some genres and game types, such as racing
games that have illegal driving chase helicopter interpol internet
patrols. Internet patrols basically work like store security
surveillance. The video records are then sent to (military) police
personal system criminal records facility. To make the helicopter
surveillance, you would need to apply internet potentially
radioactive water for the moving cameras. This means you have to make
actual real world cameras, not the graphics ones. In other words, you
don't make a point of view, but an actual real world surveillance
system. The point I'm trying to make, that a good game consists of
making and building solid elements. These elements then connect the
parts of a structure of development of the game and of the game
itself. One way to do that is to start with one element only. In our
case, we'll pick a base element. The radioactive planitum is
plutonium. So a base element is like an orbital element. To decide
what kind of a world the game will have (like planet Earth related)
and what kind of genre mix it will have. Then you connect the base
elements to all other elements of the game, that seem most important
to you. Elements work as a guide of you should you develop the game
and how the game will look like, based on your current development
of the game and the state game or in other words state of the game.
Small goals Challenges can quickly get out of hand, proportionally after have been playing the game for a while. That is why it is important to implement game goals as well. This work as a guiding force for challenge motivation. The terms challenge and goal have very different meanings. Imagine a call of duty 2 mission. It is a challenge, but lacks small goals that keep you motivated, and not beat the mission feel bored and drained and sore. Beating a video game is not exactly a small task. Takes accuracy, will, focus, concentration and understanding your opponents(including AI). An example small goal would a chunk of challenge. Like subsystem parts of a call of duty 2. This parts of a major hard challenge can then be used as a realistic take on or as a memory level map. Small goals are far from being bound easy either; but they are a realistic approach to beating a level. Example would be beating the level's extra challenges by breaking them down into chunks, such as level practic...
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