Art of puzzle design Game Genres Rogue Deer Hunter

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Presentation transcript:

Art of puzzle design Game Genres Rogue Deer Hunter Readings 04 / 05 Art of puzzle design Game Genres Rogue Deer Hunter

The Art of Puzzle Design

Game Genres A video game genre is defined by a set of gameplay challenges and are classified independent of their setting or game-world content Action, Action-Adventure, MMO, Role-Playing, Simulation, Strategy, Vehicle Simulation, Breakout Clone, Grand Theft Auto clone shooter game is a genre name, "first-person shooter" and "third-person shooter" are common subgenres. Others are real-time, turn based, top-down and side-scrolling,.

Rogue Rogue: Exploring the Dungeons of Doom Used BSD UNIX (Ken Arnold's curses), a library of functions for drawing pictures on the screen using a terminal's character set never offering the exact same gameplay twice Although the control scheme was relatively easy to master, the game itself was often quite challenging. Sudden death could occur at any moment the commercial versions of the game failed miserably

Deer Hunter the first game to attempt seriously to simulate the strategies involved in deer hunting total development cost was around $75,000 targeted specifically at non-enthusiast game players developed from the ground up by three programmers (one was a college intern) and a part-time artist in less than three months

Deer Hunter Lessons Lesson 1: Don't Over-Design: It's better to keep the game plan simple and understandable. One instance in which it does not pay to skimp on design is interface design. Lesson 2: Don't Be Afraid to Design Dynamically and in Parallel: set goals to attain and expect both the artists and programmers to be creative enough to reach those goals on their own Lesson 3: Smart Scheduling: planning to complete components so that you minimize your reliance upon incomplete code

Deer Hunter Lessons Lesson 4: Code Around Scheduling Delays: create a separate application exclusively for creating and testing Lesson 5: Create Meaningful Milestones: involve the designers, artists, and programmers in the task of creating milestones. They're the ones doing the work and should have a more instinctive feel for how to balance out the workload among project milestones. This helps to clarify every individual's responsibilities right from the beginning