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2101  Developer / Playtesting / Re: Tank Universal: 3d tank combat - beta demo on: May 19, 2007, 08:05:28 AM
I'm downloading the game as we speak but reember that 92 mo isn't very accesisble. Specially if you are warning us about having a very good machine to run it...

Why is the game so big? Is there a way to make it smaller for testing?
I'll come back with more feedback later...
Guert
2102  Developer / Playtesting / Re: Spezy: In the Kingdom of MondoLand on: May 19, 2007, 08:01:02 AM
Hello!
This game has already lots of comments... I hope I'm won't be too redundant...
Ok so, I've thought of a model for a critic for games and I'd like to test it with your demo. Tell me if there are things you want the critic to cover. I want to make this model look at the game in-depth. If there are terms you think should change, please tell me!
Here we go!

Name: Spezy: In the Kingdom of MondoLand
Genre: Plateform/action

Technical content:
Let's start with looking at the technical point of view of the game.

Game mechanics:
I'll first go through the basic mechanics of the game.

Walking/running: The movement looks ackward at first since the avatar spins on place. I don't belive it's necessarly a problem, I believe that an error of execution just make sit look bad.
I suggest that the speed of walk/running is incremental and that the speed of animation follows the speed of movement. For instance, to run, you must hold the direction pressed for 1-2 seconds. Observe how they implemented running in Sonic games or, for a fresh title, Okami. If you really want people to be able to start running off, you could implement a mechanic where the player must tap the direction twice and hold the direction down. This way, you give the possibility of choosing the speed of movement to the player, who will have better control over the avatar.

Jumping: The jumping looks a bit ackward too because, in my opinion, the palyer controls too much the jumping height. The way it's working right now is that the jumps have a maximum height and the avatar will start descending the moment it reaches the max height or if the player lets go the button. I feel that it doesn't act out very naturaly. I say that, if you want the player to control the height of the jump, work your mechanics so that the player can affact the jump only in the first half of the jump. I suggest that you establish a maximum and minimum height for the jump. (let's say min 75 pixels and 100 pixels. These are not accurate numbers, just examples.) Well, taking those heights in concideration, you'd make the player control the jumping of the avatar during the first half of the max height, in our case, during the first 50 pixels. So basicaly you'd go:
If jump_key is released and current height is 25, then, max height is 75;
If jump_key is released and current height is 50, then, max height is 100;
And anything between 25 and 50 would result accordingly.
It's important that the player controls jumping but at the same time too much control makes jumping unnatural.
The jumping speed as it is looks great. You don't go too fast or too slow. You can also break the jump, which is a nice feature to have. I'd just make sure that the jump lenght would fit with the height so you don't stop in the middle of the jump because you let go of the button.

Shooting: SHooting is extra easy and very responsive The bullets are fast, you can shoot multiple time without any problems... I say don't touch the shooting! :D

Aiming: Aiming is a bit weird, specialy when you shoot straight forward. The aiming is abut too precise for the game you have here. even if it is interesting to shoot in alla possible angles, you don't really need to. Focus on the main directions (Up, down, left, right, up-left, up-right, down-left, down-right). Of course, shooting flying enemies is more natural when you can shoot at all angles. Maybe locking the angle when the player is shooting in front or backward so the bullet always shoot in front? Shooting in front as it is can be frustrating.  Also, you can click outside the game area. Maybe force the mouse to stay inside the game forcing the player to use the escape button (or ctrl-x) to exit? This has to be tested I believe.

Game economics:
Let's talk about what we find and what rewards and penalty we have in the game...

Yellow glowing item: The standard pick-up along the way reward. I have no idea what they are tough. Money? Gold? Pac-balls? Alien urine caught in a loop? Hard to say. You'll ahve to tell us what is that yellow thing. Picking them up are quite obvious so clarity is not a problem. You also get a nice reward by picking up 100, a nice extra life/chance/avatar! Classic! :D I don't think there's much to change to that aspect except the name of the economical element. 

Life/chance/extra avatar: Ok, this is pretty basic. This is the main element in the agme. You ahve to watch those to keep playing. I feel like you can loose them a bit to easily. Running into an enemy automaticaly penalixe the palyer with one minus life. A bit harsh for a simple error. I can understand about falling into a pit of lava but try to make sure we don't loose lives for simple errors like that... at leats give us a second chance! Wink How will we be able to reap lives from our action? You ahve the collection methode with the yellow stuff... What are you planning to do next? 

Stereo: Ok, I got the stereo. What next? Why would I invest so much time and prouesses to get that item? Change the music? Is it worth all the work? I believe that you should give something more if you get the stereo, like a bonus level based on music (dancing, follow the beat or whatever you might think) where you could get more chances/lives/avatars. This way, getting the stereo would be optional but very tempting.

Unused meter: There's that orange meter in the screen which doesn't look like it's used at all... What is it? If it's used, why can't we tell what's it's purpose? If the information is useless as we play, why display it? At first I tough it was my health mter, then though it was my ammo. You gotta make the use of the meter clear to the player. Also, how are we going to fill it up? That will also have to be clear.

I suggest that you add one more element in your economy. Something divided in numerous parts. Getting all parts will give the palyer a bonus or a chance for more lives or perhaps new levels. You know, like finding 3 treasur maps opening a secret level or something like that. Try to motivate the palyer a bit more. If you don't the game will become boring over time since almost all the possible accomplishements will be achieved during the first levels. For instance, you'll be able to gain lives, collect yellow stuff, change the music of the level and finish the game. In the first level, the player will have already perform the first three tasks, the last one will become a chore.

You could introduce the optional goal in the first levels, such as finding parts of a reward. This way the player will be motivated to find that optional reward. It could be about upgrading the guns or extra levels or nifty power ups, you decide. It could be all of the above too, your imagination is your limit! Wink


Flow:
Ok, in this section, I want to talk how the game flows. Since you have only three screens, it's hard to say. So, I'm gonna skip through this part. One little point though: the loading time is a bit long at the first screen (splash logo). I highly suggest you make sure you don't have any loading before the appearence of the logo. Delays as you start a game makes it feel like the applictaion as bugged. If you have to load stuff at the spalsh title, Load and show the logo graphic and then load what you need for the rest.   

Ergonomics:
In this section, I concentrate only on the application's ergonomics. Nothing to do with the game in itself. The game doesn't use much controls or menus so this section is going to be done real fast.

First off, in the menu, enter is used to begin, f1 for help on controls and f2 on credits. Everything works fine and is pretty much standard. In game, you use the WASD key for movement, which is also pretty standard.

The only bug I have is whith the exit. pressing escape or the x on the window always has to pop-up a comfirmation. Always. You have to make sure that quitting is always intentional, not an accident. Someone may press the escape button by mistake or miss click while aiming. You have to implement a confirmation when exiting.

You also need to be able to control the volume of the music and sound effects. May it only be an on/off option for each or a full volume control, you have to make sure people can choose to hear or not music or sound effects.

Yu also need to be able to remap the buttons. Sure, the control are pretty standard but let's face it. some may like to use the esdf keys or the keypad. You ahve to be bale to remap the button to the player's liking.

Stability:
Well, the game is pretty stable and I haven't found bugs. Of course, since this is a demo with little content, it's harder to have an unstable program. Just make sure that it satys as stable and as bug free as it is when it's finished.

One bug I have to tell you. When you start the level, the 6 or 7 blocks on the right can be shot through. You can't move through them but the bullets can.

Accessibility:
This will talk about how accessible the game is to people with disabilities or any special qualities.

First off, this follows the remap button idea. Left handed people may want to use the key pad instead of the wasd keys.
Everything you do in the game has a sound and visual cue so everything is pretty much accessible with those who may be visual impaired or have a deaf problem. If you ever make cut-scenes or dialogues, make sure you have captions.

That was for the technical part. Let's go for the emotional part! 

Emotional content:
This part talks about how the player feels and what are his motivations while playing. How is the game capturing the player in the virtual world? How much the player believes in the experience? How much and how the player learns the game? And so forth...
 
Intuitivism:First thing, intuivitism. I feel like the game very intuitive. You press forward, you go forward. You press up, you go up. You know where to walk, you know where not to walk. You shoot, you click. You can shoot where you want when you want (except for straight forward but we already covered that didn't we?). Maybe making the enemies more menacing would help to justify their deaths by gunning. Specially since I have no reason to kill them. Things I can pick up are clear and I don,t have to think about picking them up, it's all done automaticaly. 

One thing you have to make more intuitive is the goal of the level. We don't know exactly where to go at first. Of course, if all the goals of all the levels are to proceed to the top right corner of the level, it will become intuitive. Perhaps you should give us the goal for the first time around, like showing off the door at the beginning of the first level, then we won't need to see it, we'll already know. 

Immersion: This is how much we loose ourselves in the world. Perosnaly, I think the game should be a bit more immersive.

First of all, the score, meter and lives are always displayed. I think you should make them disapear when not needed. It's good to know these information when you use them, but besides that, I don't think you should tell us.

Representation wise, the mood of the graphics and the music represents well the overall beat of the game. The sound effects add nice touches when the subject dies.
The explosions, as mentionned in earlier posts, feel a bit out of place and don't match the rest of the graphics. The gun seems to be floating around the avatar, but this could work if you give us a good reason for it. Maybe change the idea of the gun to something else.

The background feel too crowded. we loose part of the action because of this. As mentionned by Derek, the colors are a bit aggressive, but I feel it's more the background falt than anything else. Make sure that the background is more uniform. This way our eyes will concentrate on what is important, not what is suppose to be idle. Background should be beautiful but only when we stare at them, not when we play. Look at the metal slug series for a vibrant example of this. You know where the action is and, if you want to, you can stare and marvel at the backgrounds but they never distract you of the action going on in the game area.

There are nice little details, like the flowers, but they don't necessarly make sense, why is there vegetations growing on plastic/metalic cubes? Make sure that everything fits together and gives us hints on why elements are there. Knitt would be a good example in the same format as you are developing. Look how the tiles fit with the decorative elements and the surroundings.

Experimentation: How much can we experiment form this game? As for now, the game doesn't really help us to experiment much. When we try soething new, there are more chance of dying than of succeeding. Enemies are placed in regions where you can easily land and there are some death traps lying at the very beginning. We can't change our attacks and all enemies are elmininated the same way. Why learn to aim when you can shot all the time?

The game needs variety. You need to find different challlenges based on the different mechanics. Make sure the player understand the mechanics and challenge them on different grounds. Make sure that the first level only gets the player acquinted with the basic mechanics. No instant death, almost no way of failing. As you progress, you focus on more mechanics elements. Before you start thinking your level out, make a list of all possible challenges and what are the subtilities of your mechanics. How many different jumping challenges can you come up with? When all of your ideas are written, start planning at what rate you'll challenge the player. then, the rest will come easily.

Also, experimentation is also exploration. If you want people to look everywhere in your level, give them a good reason. Using extra bonuses, as mentionned in the reward section, can boost the players experimentation.

Motivation: Why play the game? What are the player's goal? Why load up this game when he/she can play a thousand other games? Well, of course, all the above factors influence motivation, but overall, it's the player's goal that matters in the end. When the player reaches the goal it has in mind, the game is over, completed or not. You have to motivate the palyer by giving them alot of goals. We already have short-term goals, picking up rewards and killing off potential enemies, but we lack mid-term goals, like finishing a level. We need to something more, like upgrading our avatar abilities, like our firepower or extra mechanics. You need to give us more long-term goals, give us a more than the "finish the game" reason.   
Remember to give us more long-term goals than the simple "finish the game" goal. MAke sure we want to see every level. Doom did this by giving us secret roms and weapons. God of war did it by giving us more moves and more health. RPG's do it with levels, Mario did it with the warp zones, Donkey Kong country did it with bonus levels, the sims made it so the player chose their goals by offering optional mid-term goals (buy clothes, have a good job, kill as many sims as possible... ok, that's was never intended in the game but that's what i did Wink)... Find something worth investing time and scatter it around the game in a fashion that we have hints on how to reach this goal in every level.

In conclusion...
You have some good potential here. try to build on it correctyl and you can finish with a top notch game! If you ever have any questions, ask away!

Take care!
Guert
2103  Player / General / Re: Starcraft Motherfucking Two on: May 19, 2007, 05:14:54 AM
I'm so happy that they decided to make a Starcraft 2... I was afarid that they'd make a MMO out of the franchise before we saw the day the second iteration of the strategy game came out.

The game looks quite promising! The details on every characters are fantastic! I can't wait to see how they changed the original game.
2104  Developer / Playtesting / Re: Spezy: In the Kingdom of MondoLand on: May 16, 2007, 02:13:19 PM
An intesresting detail to add to the demo would be where to get it Wink

Y'know, something like http://www.goupload.info/download.php?file=1243748f777c10e784dedfac2e93f799

Anywho, I'll take a look at it, I'll get back to you as soon as I have something interesting to tell you! Wink
Later!
Guert
2105  Developer / Playtesting / Re: Spezy: In the Kingdom of MondoLand on: May 16, 2007, 08:53:22 AM
http://www.goupload.info/

This is my favorite... You got stats and no annoying pop-ups. Lasts for quite a long while too...

http://www.uploadbigfiles.net/

Use this one if go upload doesn't work. It has stats but the website is annoying.

There are others but never needed to use them Wink
2106  Developer / Art / Re: show us some of your pixel work on: May 15, 2007, 04:52:37 PM
A couple of preview for track I made for the Motocross Challenge game... These are actual in-game tiles.





I haven't done much pixel art lately but I'm gonna start pretty soon...
2107  Player / General / Re: what have you been playing lately? on: May 15, 2007, 04:41:49 PM
Lately, I've been playing alot of indie games, Knytt comes to my mind, and so many other I can't remember their name right now. TI really enjoyed the Chocolate castle demo, I'm thinking of buying the game.

Commercialy speaking, I've been highly disapointed by God of war 2. I'm enjoying few mini-games from Chocobo tales for the ds but the difficulty level of certain mini-games combined with too much game styles combined together is turning me a bit off.

I've recently picked up old but tested an true titles to enjoy myself. I've finished Yoshi's island on the snes, played alot of Double dragon 2 on the nes and a couple of Battletoads games on the snes.

In between, I've played various snes and genesis titles. God of war 2 made me took a break from "modern" games and go back to the classic consoles...
2108  Developer / Playtesting / Re: Fungibomb.r on: May 15, 2007, 03:18:43 PM
Hello there!
Ok, I'll make it snapy...

First thing that bothers me is that you are not told very clearly the condition of the fungus. I'd make them grow smaller as you hit them, making it a bit harder over time. Or maybe a more elaborated feedback to tell how much hits left before blowing up? Anyway, the point is, I didn't know exactly how much dmaage I amde and how much I might need to get rid of the fungus.

Anothe rthing is that I feel like it takes too much time before the bomb hits the fungus. I like how you have the feeling like you are flying high in the air but I feel like it's too high. I'd logicaly think that a bomber would be closer to its target in order to be more precise. Anyway, I like how the game is played and how you have to deal with the wind but I still feel like it takes too much time before you touch the target (about 4 seconds from click to boom)

Anyway, very nice game! I love the boom and the overall concept!
Later!
Guert
2109  Developer / Playtesting / Re: Spezy: In the Kingdom of MondoLand on: May 15, 2007, 02:23:28 PM
Veyr simple. Just add a warning just like othe rgames. Y,know the screen that goes: "All names, logos and related materials are the property of INSERTNAME. All rights reserved 2007"
This means that all you created is yours and no one can use, copy or modify it without your consent. That won't stop the evil doers but at least you warned them Wink

Of course, I'm assuming that you have the rights to every little tid bits of artwowrk and code in your project. If not, you have to tell where they're from.

If you want, you can add a line talking about the distribution of the game, such as "demo, distribute freely" or anything in the likes of that which fits your needs.
 
2110  Developer / Playtesting / Re: Spezy: In the Kingdom of MondoLand on: May 12, 2007, 03:58:32 AM
Any demo so we can try out the game? I chceked but didn't find any... If there is, let me know!
2111  Player / Games / Re: [NSFW] I just got a horrible press release in the e-mail... on: May 10, 2007, 04:51:06 PM
Horrible indeed...
The worst part is that this product is concidered a game...
2112  Player / Games / Re: game, game, game and again game on: May 09, 2007, 08:53:48 AM
Hey there!
I finished the game last night, brwosed through it pretty fast actually...

I wa senjoying the game the first 5 minutes but after I realized that there was nothing serious or meaningful, I lost interest. The game sat between meaning and humor but then fell to pointless, like some sort of tired joke.

The game isn't ba din itself, it's just that I didn't enjoy it as much as I would have wanted to. At first I was taking the time to read all the messages but I got tired of that pretty fast. Too much non-sense or inside jokes (I dunno) and too much stuff going on in the screen

I did enjoy how you warp to certain places. I don't remember which level but one you constantly fall from one warp to anothe rmaking a very catchy beat. Quite interesting!

Anyway, it's quite interesting and it's too bad that Charlie ended up alone in the freezer to eat frozen pudding. If only he had icecream... LIFE IS UNFAIR! Wink :D

Take care!
Guert
2113  Developer / Playtesting / Re: Easter Avenger on: May 07, 2007, 06:01:46 PM
I'm gonna watch the trailer, I'm curious to see the 2nd screenshot in action.

AWSD works? Me bad! Just forget that I said that it doesn't... Wink

Keep us noticed of further iterations!
Guert
2114  Developer / Playtesting / Re: Easter Avenger on: May 06, 2007, 07:11:01 AM
Hello there!

Here are a few comments about the game...

The bad:

Ok, the first thing that bugged me was the rather weird input method. During the cinematics, I'm asked to press a key to continue reading. I naturally let got of the mouse and press "enter" hinking that the game's primary input will be the keyboard. The game starts so I put my right hand on the keyboard arrows. I move and it works, but then, I try to attack but can't. I press all the possible buttons, can't find how to attack. I was about to gave up, took the mouse in my hand and moved the cursor to the top window to realize that the mouse had an input. I click and I can hit! You control should be either explain before you start playing OR make sure people will use common keyboard input. The control as it is is fantastic for a left handed but is wonky for a right handed. I say put an option to be able to use the W-A-S-D keys to move around you're character. Or make both available and the player will be able to switch to its liking without having to go in a menu.

 Ok, now I know how to interact with the game correctly. I restrat the game completly. An evil egg is going my way and this time, I can hit it! Well, almost. There's a long delay before my avatar performs the task I asked it to do, which causes frustration. When I use an ability in a game, it has to be done right now. This is especialy true in action games like yours. When I click, I want that stick in the others face, not behind me swinging.

 Now, I finaly timed my attack right and landed it on the egg. The other egg explodes and I get destroyed because of this. There are three things wrong with this.

 -First, there are no rewards in using the attack ability. You're giving me a reward (killing the monster) and then you give me a nasty penalty from it (killing me). The penalty is too harsh compared to the reward so I might as well just walk under the bouncing egg. Less dangerous and it's faster this way.

 -The second thing is that the hitting of an egge is inconsistant: the enemy egg never reacts the same when its striked. Sometimes it bounces very far, other times it just falls next to my avatar, and all of those things happenning without me controlling why. If I could I would only make the eggs go pretty far away but I can't figure out how I could do that. Now, if you want to give us a choice in terms of power of attack, give the control to us. Make the attack stronger if we hold the mouse button down. You could make very quick hits(a click) only crack the enemy and a long held attack shatter the enemy. You could make it as some enemies are too fragile so you can't hit them too hard or they'll destroy you, like what you're doing right now. The player will have to find the right amount of power to achieve it's goal. Then you can have a wide variety of enemies that require different types of attack on it.

 -Third, I feel like we are too fragile compared to the enemy egg. I mean logically speaking, if it takes a swing of a bat to destroy an egg, a small piece of a shell with low velocity should not completly destroy me. I'm not saying it's a bad idea, but perhaps you should put something in the egg. When you kill it, the shell go every where and some "bullets" or "rocks" or whatever you want, could be candy, explode in every direction, damaging my avatar. An egg, although very fragile, can take an small amount of beating before it's destroyed completly.

 Ok let's move on. So , I can move, I can atttack and nowm I have to jump... The jumping controls are ok, but the gaps are way too difficulty at first. Give us room to safely land. A good idea would also to make the first gaps non-lethal. If you miss it, you can climb back to where you jumped so you can try it again. Also, make your gaps at a reasonable height. Don't be too pixel-precise when you deisgn your jumping challenges. I say that one pixel precise jump is acceptable near the end of the game but that's it. The rest of the time, give us room and a safe landing. Of course, as the difficulty increases, give us less time after our landing before an enemy attacks us. 

 Always make sure you give the reward before you give a powerup to your reward or gives us a insight of what's going to be rewarded. In the second part of the easter forest you get chocolate bar rewards. Well, at first I was thinking "that's weird, I thought chocoloate was the worst thing in this world according to the cinematics". I picked up the bars and nothing happened. No feedback whatsoever except the fact that I picked it up (or destroyed it, I'm not sure they disapeared). Eventually, I got a gun and I found out that the bars were actually ammo. You have to tell me what I'm picking up, wheter it's good or bad. Take doom for instance. You culd pickup shotgun rounds before getting the shotgun. The game told you about what you picked up, telling you that shotguns existed and were possible rewards if you looked closely.

 Now, on to the enemies. I felt like they were too generic. Instead of having swarms of bouncing eggs always spawning from god knows where, you should have less enemies and place them more precisly. I don't feel like I have accomplished something when the same enemy comes bouncing back after a second.

 Also, you should place the gun in a position where we see it clearly. It blends too much in the tree artwork where we pick it up. It would be clearer if it was in fornt of the sky backdrop.

The good
 On the plus side, the artwork is very nice. The colors are vibrant and very cartoony, which helps to the theme of the game.

 I like how the easter bunny isportrayed as an evil character. Original.

 The music also support the theme of the game. It's got a cartoony, catchy beat that fits the game like a glove.

 The screenshots tell us that the game seems to have a lot of variety. I haven't experienced it but it's nice to know that there's more in the game then in the first levels.

 All and all, I played and quit before reaching the end of the second level. I got too frustrated from all the things I said before. I enjoyed it but the bad things spoiled my fun...

 Hope you work on this game, it looks quite promising!  Or maybe a sequel?
Take care!
Guert

2115  Developer / Design / Re: Game design theory ressources on: May 04, 2007, 04:12:07 AM
Great links!
I feel like I need every bit of information on game design as possible. Tips, tricks, academic rules, wip theories, anything.

These links are very useful. And the first essay from Gamasutra actually speaks of what I was talking of earlier on. Behavioral game design! I just gotta read this! :D

The tips for map making are also very insightful. They tell how to pace your game correctly so that the player gets a good experience out of the game.

Thanks alot for those!
Guert
2116  Developer / Technical / Re: Recording Game Footage on: May 03, 2007, 03:52:04 PM
I used this software a couple of time. It wasn't for profesional work, just to catch some tid bits of gameplay but it may help you... It's not free but you can use the demo to see if it can be an interesting purchase or not.

http://www.zdsoft.com/
2117  Developer / Design / Re: Game design theory ressources on: May 03, 2007, 12:17:25 PM
Well, I'm kinda relief to hear that there's not yet a standard terminology in video game design. I was having a really hard time trying to find basic game design rules and theories, wether from book or from the web. I found alot of topics but no general topics or basic rules and theories that is universaly accepted. Like the book "the five C's of cinematography" for the field of movie making. When I started to look for movie rules, this book always came up and numerous experts named it.

I don't have a mentor/teacher of any kind and there are no game design courses around where I live so I was starting to wonder if I was simply unable to search correctly.

I'm pretty sure I'm not the only one who's starting to design and that's looking for guidance.

"Theory of fun" is a great book! I'm not a big reader but this one really caught me. It has a very simple and friendly approach yet it teaches a very complexe topic. Anyone can actualy pick this up and enjoy it.

 Speaking of books, anyone read the book "Games architecture and design" by Andrew Rollings and Dave Morris? I've read the one he wrote with Ernest Adams so I'm interested in buying it, I'd just like to have a bit of feedback before I do...

Thanks and take care!
2118  Player / General / Re: Games with main characters who are black... on: May 03, 2007, 08:57:11 AM
This topic is kinda depressing. We need more veriety in our character designs! :D We've had enough stereotypical characters! Wink And let's not do like in the movies and put every police chief black. It's so cliché... :D

 Now on the topic... Let's see...
How about that advergame MC Kids? The second kid was black.


There's also 2 characters from Super tennis, but they're the only one available on 20 characters Sad


I'm not sure but is the guy from Splatterhouse black? Looks like it on the arcade anyway...
http://www.klov.com/game_detail.php?letter=S&game_id=9728

Well, that's all I can add... Sad, only a second hand character, two generic characters and one walking monster murderer...

Take care!
2119  Developer / Design / Re: Game design theory ressources on: May 03, 2007, 07:49:20 AM
Ugh, I hate to double post but I found this article (thanks for the tip Wink) that explains exactly what I wanted to know about game mechanics.
http://lostgarden.com/2006/10/what-are-game-mechanics.html
Just thought I'd let you know!
2120  Developer / Design / Re: Game design theory ressources on: May 02, 2007, 06:15:04 PM
Couldn't have said it better. :D
In my opinion, a good designer should have a strong knowledge of the rules but at the same time, be able to use these rules in very different context in order to be original yet strong (theoricaly speaking).

Well, while we're speaking of design stuff, what's your basic design doc model? I used a couple, one from a friend who works in a game studio and the other is the Chris Taylor template. Any others worth mentionning? If I remember well, there's one template in the book written by Ernest Adams and Andrew Rollings... Anyone tried it?
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