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6 October 2018

Game Design Notes

Random Notes from Game Design Foundations 1. Highly recommended!

What is game design?

Game designer is like a architect - creates plans for others to execute

designer = architect
programmer = builder
artist = interior designer

Designers create rules.

Innovation is the key for your game to stand out.

Hint: Keep game diary and note your game ideas.

Games need conflict

Core of a game

What the game is about?

Every single feature or system should make the core stronger! Feature that don’t link to the core should be cut.

Pillars - what? how? why? explains the core in a bit more details - a kind of guide to focus on to make supporting the core easier.

Core loop (core in motion)

Core Progression Loop - actions that join together and progress in the game (in RPG: get xp -> kill bigger monsters -> get even more xp).

Core Skill Loop - players progress by developing their skills.

Players want to progress in a game - that’s the core loop

Feature set

Things players can do in a game.

Innovation - a new way to do something in a game.

If there’s nothing unique in a game - why make it?

Try to create one innovative thing that no other games like yours have done before.

Fight Feature Creep - select only the ones that make the core stronger and you have time to implement.

Revisit your core statement oftem If you change the core - revisit the features!

Game Atoms

Mechanic - a set of rules that produce a certain outcome.

Game Dynamic - what happens to Mechanics when we add players.

One designs mechanics to achieve certain dynamics, but others will be a surprise.

Mechanics <- Dynamics <- System

A designer usually wants certain system and to achieve some dynamics. So a designer develops mechanics hoping to achieve the dynamics and systems.

Goals

Goals shouldn’t be hidden - players should know what to do.

Type of goals:

tags: gamedev - notes