Max Did It
Game Design
,Fri
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Letting Go Of Game Design Features

When is it a good idea to follow through with a game design idea, investing the time to implement, balance and create assets?

And when should you acknowledge that a feature is not working the way you had hoped, and might even be detrimental to the game?

Rubberband Racing Collecting Pellets

I had to make this decision recently for Rubberband Racing, the 3D Flash game I am currently developing, learning a couple of interesting things in the process of doing so.

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Game Design
,Mon
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Using Heat Maps To Improve Track Design

Employing useful metrics like heat maps can really make a huge difference when creating good level design. In the last days, I have learned once more that some features can only be implemented in a meaningful way once you are able to visualize how people play your game.

Heat Map Rubberband Racing

This is also the first time I publish gameplay pictures of Rubberband Racing! Check them out below!

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Game Design
,Fri
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Gamedesign Review of Satellite

I have already posted an article about how Satellite performed when it comes to views and ad revenue, this time I want to analyse the game itself.

I don't want to look only at the good things, but also, maybe even more, at the things that haven't worked as intended.

In the end, I find making mistakes not that bad. It is only when you make the same mistakes more than once that it gets really frustrating in my opinion.

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Game Design
,Thu
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Planning The User Interface Flow

Yesterday, I had posted a link to my Facebook page for an early game prototype. People could play the (very) early version of the game and I could see whether the idea is working or not.

First of all, thanks to everybody who took the time to test the game and special thanks to everybody who gave me feedback! I already have a couple of ideas to improve and expand the game.

Satellite Prototype 0.0.6

Not much to see yet... (graphics are not final)

Now, I'm moving on to the next iteration of the game. The next version should come a lot closer to the final product. If everything goes well, this next iteration actually will become the release version. We will see.

The first step I've done is to plan the flow of the user interface the game will be embedded in. The prototype had barely any interface, let alone menus. For the next iteration, I wanted to implement the communication between game and UI early on. Doing this late in the production can give you quite some headaches.

So I sat down with yEd and drew some lines and boxes.

Satellite UI Flow Preview

An excerpt from the UI flow diagram for my next game.

See the full diagram after the break.

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Game Design
,Mon
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John Cleese On Creativity

This is a very interesting talk by Monty Python's John Cleese on the topic of creativity, which I found in this post on drawn.ca a while ago. Now, John Cleese has been working in the entertainment business for about 50 years, so I'd say he knows a little more about creativity than you do, pal, because he invented it.

Okay, not really, but he still has a lot of interesting things to say about it, many of which at least I found very enlightening. Some of you will already know the video, because I have shared it a while ago on my private facebook page, but I wanted to post it on my blog as well.

John Cleese in A Fish Called Wanda

John Cleese in 1988's A Fish Called Wanda. © 1988 Metro-Goldwyn-Mayer Studios Inc. All Rights Reserved.

Don't worry, he is giving the lecture fully clothed. Find it embedded after the break:

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