Animation
Behaviours
Lingo
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Game Design
Created and designed by Vivienne Trulock for ilikecake,
2005
Game Screens
The introduction screen
- ‘Click to begin’
- Colour with graphics and text to get user in right mood
Instruction screen
- Shouldn’t need it cos game should be self explanatory BUT some
people will appreciate it
- Use humour to lighten to lighten up the game
Backstory screen
- Tells the player, with text or audio narration, what happened to bring
them to this point
- Can be simple or complex story
Game Background
- Will there be a score field?
- What about level or rank?
- Summary of which keys do what…
- Graphics should continue theme of previous screens
- Music soundtrack should continue theme
Between levels screen
- If your game has levels add a screen that appears between each level
- Gives the users a break from the game
- Could be as simple as ‘Ready for level 4?’
End Game screen
- Recap score
- Play again?
High score screen
- Where users enter name
High score display screen
- At start or end of game or both
Payoff screen
- Usually for games where there is no score other than winning
- Or if the score is of a certain value
- Usually contains animation
Planning & preparation
Idea
- What elements are involved?
- What are the rules by which the elements move and change?
- What is the goal of the game?
- How will the user interact with the game?
- Mouse / keyboard / both
- What behaviours / scripts will you need?
- What cast members do you need?
- How will the elements interact?
Where to start
- Gather media – images, sounds, text
- Program in the simple scripts – mouseovers, looping on frames
etc
- Begin more difficult programming with a few elements – experiment
& debug
- Finish game – sound effects, background images, intro screens,
instructions, other little touches
User testing
- Bugs are not always obvious.
- Games need to be tested by their audience.
- Inconsistencies in game need to be ironed out
Alpha testing
- Friends, students in your class
- Thresh out major bugs or issues before anyone you don’t know sees
it
Beta testing
- Next step after alpha testing
- People outside immediate group of friends who will report back
Live testing (used for web products)
- Instead of beta, put on web and ask for feedback
- Easily updated as required
Fan testing (used for CD ROM products)
- Cross between beta and live testing
- Give preview of game as magazine freebie and ask for feedback
Distribution
CD ROM
- Create a Projector (executable file) if distributing by CD
- You can also distribute a Projector over the web as a download, depending
on size.
- Can be played on both Mac and Windows computers
WEB
- Usually, for web the movie is shockwaved (compressed).
- Need shockwave reader to view and play movie
- Almost no distribution costs
- Can be played on both Mac and Windows computers