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Showing posts from November, 2018

Playtesting, Functionality, Completeness and Balance

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Playtesting: This doesn't mean that players play the game simple for fun. Playtesting a game has too many aspects. Playtesting is done through the entire game level that is when a player playtests a game, the developer seeks to get a feedback where he can improve the game, find bugs, experience the game, know how the player feels at every point in the game. Some games are playtested for even more than 1000s of hours!! Playtesting, evaluating and revising is iterative process for game. Recruiting playtesters is the most difficult job a developers finds because it's hard to trust anyone with your game. You never know who is gonna give the honest opinion about your game so that you can improve it or make it even better with new added features suggested by playtesters. The fact that you and you are the best playtesters when the game is in development progress. Reasons behind this are, you will never lie to yourself about the game and always give honest opinion. When working in...

Integrating Level Design and Mechanics

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The Nuts and Bolts of the mechanics: The game a developer is designing must have something to which the player can interact like resource management, turns, action points, bidding, mini games, or interesting features. There is nothing worst than an empty level where just the player has to use WASD controls to walk through the entire level and do nothing. It's not a game play. No one would like such type of game. Anything can be said game mechanics, even open a car door by pressing some key is game mechanics, or opening and closing of a normal door, push able blocks, switches, moving platforms, more non-character players, punches, kicks, guns etc.  Something as essential as doors would als have the capacity to be amazingly difficult to structure suitably. You acknowledge that portals are clear since we use passages reliably in our lives yet that present a course of action of issues to recall while utilizing them. Think about how a player is proposed to open a portal. Cust...

Level Design : What are levels? How to map a level design?

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Level: Levels in a game can be described as an environment or location where a game play occurs. When a player progresses through different stages i.e. levels the difficulty of those levels keeps on increasing and the player knows how to break up physical space based on specific game play experience. As the player progresses, he also earns scores and scores keeps him going through the game. Some developers don't even use the word level, they call it rounds, waves or stage. Rounds are found in those game which have repeated stage as you can see in racing games. They have the same track but different cars or laps or a set time. Waves can be found in combat games where something like waves of enemies happen while the player continues to do the tasks over and over again. Stages are usually like the waves but in stages player knows what activity he is doing. Developers even sometimes call it acts and chapters (as seen in Max Payne), Maps (First person shooters) and world (Rockst...