Designing Computer Games |
| By Adam Wiggins. I'd like to cover in this article is something a little broader in the area of game design: how can you make a game "good?" It's hardly something you can easily describe, and nearly impossible to put into a design. Game players even have a fairly wide range of opinions on what exactly is "good" - does it mean fun? Does it mean enthralling? Does it mean exciting? Does in mean awe-inspiring? Probably all of these things, and more.
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Game Development Cycle |
| There is a cycle involved in game development. The development cycle shown below is very general. If you decide to create a game, you will probably create your own, more complete development cycle.
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Getting Started Guide To Game Development FAQ |
| by Ben Sawyer
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Laws of Game Programming |
| 16 laws of game programming by Ian Parberry
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Limiting the Isometric Display |
| A tile based game is often presented with the problem of limiting what to display for the player. This is required to stop the player from seeing through walls and thereby giving away secret areas.
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Tile-Based Games FAQ version 1.2 |
| by Greg Taylor
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Tile Graphics Techniques 1.0 |
| by Jason McIntosh
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Writing Intelligent Games |
| by Zafer Barutcuoglu
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Guidelines for Developing Successful Games - Part 1 |
| The goal of this article is to suggest policies, methods, and features that can lead to commercial success. The more guidelines you follow or incorporate into your development, the greater the probability of success from the resulting game.
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Guidelines for Developing Successful Games - Part 2 |
| Once a playable prototype has been created, play it every day and make adjustments based on testing, thereby creating new versions quickly, evolving the game in the process. Rely on your instincts as a gamer for guidance on what is working and not working.
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Guidelines for Developing Successful Games - Part 3 |
| When you set out to develop a PC game, your potential market is basically everyone on Earth who owns a PC. Once you begin making decisions about your game, you begin losing potential customers who are not interested in your topic, genre, or style. Commercially successful games hold on to a significant share of the market because they choose a topic, genre, and style that connect with a broad audience base.
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