Reading 3 - Research
This week I spent time researching my topics for the the chapter I will be co-writing for the book. After breaking down my topics last week into smaller terms I was able to find some useful things online.
So far I have noticed that a lot of people have their own process to game design and layout but there are some general steps to follow. I read an article by Top Hatt Waffle where they talked about their old process and how they've improved it. The main steps I noted were;
1.Brainstorming and ideas
You must be able to visualise the level if you want to even attempt to begin this process.
You must be able to visualise the level if you want to even attempt to begin this process.
2.Drafting and drawing
This step doesn't need to be a masterpiece as long as you can understand the concept your self.
3.Commitment
3.Commitment
Commit to the level so that is always in the back of your mind and you're always thinking of new things to enhance the players experience.
4.Initial Construction
4.Initial Construction
This is the beginning of creating your level in 3D.
5.Function
5.Function
Make sure there is a purpose to the level e.g are there hostages/obstacles?
6.Detail Work
6.Detail Work
In this step you're basically adding in things to make the level look visually pleasing.
7.Test
In this article they advise you to send the completed game to someone who has never seen it to test it.
8.Fix
Fix any problems compiled in the previous step and save
Wikipedia also had some useful information on the steps for the game design process. These steps are more to do with the smaller details of the design.
1. Lay out the large-scale features of the map
Hills, cities, rooms, tunnels, etc., for players and enemies to move around in.
2. Determine environmental conditions
e.g day/night, weather, scoring systems etc.
3. Specify certain regions where certain gameplay activities or behaviours occur.
e.g resource harvesting, base building, water travelling
4. Specify non-static parts of a level
e.g doors, keys and buttons.
5. Specify locations of various entities
e.g player units, enemies, monster spawn points, ladders, coins.
6. Specify the start and exit locations.
Where the players/ enemies leave/enter.
7. Adding aesthetic details
e.g textures, sounds, animation, lighting and music
Hills, cities, rooms, tunnels, etc., for players and enemies to move around in.
2. Determine environmental conditions
e.g day/night, weather, scoring systems etc.
3. Specify certain regions where certain gameplay activities or behaviours occur.
e.g resource harvesting, base building, water travelling
4. Specify non-static parts of a level
e.g doors, keys and buttons.
5. Specify locations of various entities
e.g player units, enemies, monster spawn points, ladders, coins.
6. Specify the start and exit locations.
Where the players/ enemies leave/enter.
7. Adding aesthetic details
e.g textures, sounds, animation, lighting and music
Image 1: https://www.onlinedesignteacher.com/2013/03/games-design-process_7.html Diagram of game design process |
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