How to make games and design them

https://www.wikihow.com/Design-a-Video-Game

One of the ways you learn how to make games is by experiencing it, and seeing if you like it. Here are some ways you can learn how to make the games and desgin them for pepole to like it

Consider your genre: In a game, you can totally forget the genres but you can’t forget the Consider Genre. It’s one of the most important roles in a game. During this progress of making a game, you need to look at how you want the UI to look.

Balance difficulty with playability: Now, you need to make sure the game isn’t too hard or too easy. It can be very hard to see the ability, you need to make it perfect. But it doesn’t really matter if it’s too easy for the players it matters until they get challenged. Now there should be a somewhat challenge in the Game so they don’t think it’s boring.

Designing the world: Desginging the world is one of the most important rolls in the game. And while making the world you should think to yourself and ask how will the world be? how challenging is it going to be? how will you indicate that an area should be explored? that it shouldn’t?

Design the mechanics: Now this is one of the ways you learn how to play and the rules on how to play, you’ll want to decide on a rule system and make sure that it’s balanced and consistent.

Design your levels: Designing your levels is by earning each level getting through the steps. The levels should have a good amount of challenge and not at the same time. They should also be physically laid out in a way that makes sense.

Design the content: Now designing the content in the game is very important. you’ll need to design the environment and the things the player will be in. This can be extremely time-consuming so plan ahead!


Design the interface
: This is where you make the menus on the side of the game where you press if you want the nose off or you want to exist, and make it very simple you know. if a child can figure those things out then that is a success

Does my game work?

Is there anything I can fix?

Comments

Tessa’s Feedback Template

CLICK HERE TO PLAY MY GAME https://foxtess.itch.io/tessas-game-shooter

Summary

  • My game is where i try to kill all these monters away because they are trying to kill me, and my goal is to still be alive and fight these monsters off.

Logine: Player is shooting/fighting off the aliens while i try to get points off of it.

Goal: My goal for the game is to stay alive and fight off the aliens are whatever they are called, so i can get points.

Peer Feedback

  • What can I do differently to make the game more interesting?
  • What are the negatives about the game?

Game Analysis: Minecraft

Production Project TEMPLATE

Summary

  • I chose Minecraft because I like playing it and it’s one of my favorite games to play on Xbox.

Game Play Analysis

Formal Elements
The BasicsNOTES
Name of the game:Minecraft
The platform:XBox
Time played (should be at least 30 minutes):
Overview
Players4 players
How many players are supported?
Does it need to be an exact number?
How does this effect play?
Some types of player frameworks:
Single Player – like Solitare.
Head-to-head – 1 vs. 1, Chess.
PvE – Player vs. Environment, or multiple players vs. the game. Common in MMOs like World of Warcraft.
One against Many – Single-player vs. multiple.
Free-for-all – Every man for himself (1 vs. 1 vs. 1 vs. 1). Most common for multiplayer games, from Monopoly to Modern Warfare.
Individuals Against the System – Like Blackjack, where the Dealer is playing against multiple players, but those players have no effect on each other.
Team Competition – Multiple vs. multiple, i.e. sports.
Predator-prey – Players form a circle and everyone’s goal is to attack the player on their left and defend themselves from the player on their right.
Five-pointed Star – Eliminate both players who are not on either side of you.
Objectives/GoalsNOTES
What are the players trying to do?
Some common objectives include:
Capture/Destroy – Eliminate all your opponents pieces (Chess).
Territorial Acquisition – Control as much territory as you can, not necessarily harming other players (RISK).
Collection – Collect a certain number of objects throughout the game (Pokemon).
Solve – Solve a puzzle or crime (Clue).
Chase/race/escape – Anything where you are running towards or away from something (playground game Tag).
Spatial Alignment – Anything involving the positioning of elements (Tetris or Tic-Tac-Toe or that game at Cracker Barrel).
Build – Advance your characters or build your resources to a certain point (The Sims).
Negation of another goal – The game ends if you perform an act that is forbidden by the rules (Jenga or Twister).
Rules/MechanicsNOTES
There are three categories of (what the book Rules of Play calls) operational rules:
Setup – the things you do at the beginning of a game.
Progression of Play – what happens during the game.
Resolution – How an outcome is determined based on the game state.
ControlsNOTES
What controls are used?
Was there a clear introductory tutorial?
Were they easy to understand or did you find yourself spamming the controller?
This section is mainly relevant to videogames.
Resources & Resource ManagementNOTES
A resource is everything under the control of a single player. Could be the money in Monopoly or health in WoW.
Other examples are:
Territory in RISK
The number of questions remaining in 20 Questions
Objects picked up during videogames (guns, health packs, etc.)
Time (game time, real-time, or both)
Known information (like suspects in Clue)
What kinds of resources do players control?
How are they maintained during play?
What is their role?
Game StateNOTES
The snapshot of the game at a single point is the game state. The resources you have, the un-owned properties in Monopoly, your opponent’s Archery skill all count towards the game state. More relevant to videogames, but good to think about in general.
InformationNOTES
How much information in the game state is visible to the player?
Some example information structures are:
Total Information – Nothing is hidden, like Chess.
Info per player – Your hand of cards is only visible to you.
One player has privileged info – Like a Dungeon Master.
Game hides info from all players – Like Clue, where no one knows the victory condition.
Fog of War – In video games, where certain sections of the map are concealed if you do not have a unit in sight range of that area. You also cannot see other player’s screens, so each player is unaware of the other’s information.
SequencingNOTES
In what order do players take their actions?
How does play flow from one action to another?
Some structures include:
Turn-based – Standard board game technique.
Turn-based with simultaneous play – where everyone takes their turn at the same time (like writing something down or putting a card down in War).
Real-time – Actions happen as fast as players can make them. Action-based video games.
Turn-based and time limits – You have this long to take your turn.
Player InteractionNOTES
Some examples:
Direct Conflict – I attack you.
Negotiation – If you support me here, I’ll help you there.
Trading – I’ll give you this for that.
Information Sharing – If you go there, I’m warning you, a trap will go off.
Theme & NarrativeNOTES
Does it have an actual story structure?
Is it based on a historical event (or similar)?
Does the theme or narrative help you know how to play?
Does it have emotional impacts?
Also, look for en media res (does it start in the middle of the game)?
The Elements in MotionNOTES
How do the different elements interact?
What is the gameplay like?
Is it effective?
Are there any points where the design choices break down?
Design CritiqueNOTES
Why did the designer make these particular choices?
Why this set of resources?
What if they made different decisions?
Does the design break down at any point?
Graphics & SoundNOTES
Does the game art pair well with the mechanics?
Did you find any bugs or glitches?
What about sound?
Can you spot any technical shortcuts?
Various Stages of the GameNOTES
To wrap up, some things to keep in mind (as if there aren’t enough already) as you play:
What challenges do you face, and how do you overcome them?
Is the game fair?
Is it replayable? Are there multiple paths to victory or optional rules that can change the experience?
What is the intended audience?
What is the core, the one thing you do over and over, and is it fun?You try to explore the world, and try to find treasures in the world.

Game Design – Week 13 – Changes

“The successful free to play games are selling positive emotions. Not content.” – Nicholas Lovell

“It should be the experience, that is touching. What I strive for is to make the person playing the game the director.” – Shigeru Miyamoto

SUMMARY

  • After the zoom i got off and copied this weeks blog, and started working on Unity C, Outside (Creavity), then i walked. Then i finished the rest of the blog on Friday.

PRACTICE ROOM (TUTORIALS)

Screenshot from Sololearn.com

Unity – C#

  • For this week, i tried the “Learn to code Introduction Methods variable types.”

CLASSROOM (THEORY & ANALYSIS)

Screenshot from Extra Credits Channel
MDA image from Wikipedia

MDA Notes

  • Mechanics: are the base components of the game – its rules, every basic action the player can take in the game, the algorithms and data structures in the game engine etc.
  • Dynamics:  are the run-time behavior of the mechanics acting on player input and “cooperating” with other mechanics.
  • Aesthetic: are the emotional responses evoked in the player.
    • Eight type of Aesthetics
  • Sensation (Game as sense-pleasure): Player enjoys memorable audio-visual effects.
  • Fantasy (Game as make-believe): Imaginary world.
  • Narrative (Game as drama): A story that drives the player to keep coming back
  • Challenge (Game as obstacle course): Urge to master something. Boosts a game’s replay ability.
  • Fellowship (Game as social framework): A community where the player is an active part of it. Almost exclusive for multiplayer games.
  • Discovery (Game as uncharted territory): Urge to explore game world.
  • Expression (Game as self-discovery): Own creativity. For example, creating character resembling player’s own avatar.
  • Submission (Game as pastime): Connection to the game, as a whole, despite of constraints.

LAB (THEORY PRACTICED)

Brainstorm Ideas for Each of the Eight Categories

  1. Sensation (Game as sense-pleasure): The player enjoys memorable audio-visual effects.
    • I think having one of those sounds in the game where the music goes on and off like somethings about to happen beacause pepole wouldn’t know, and they would be curious. And would want to find out more. And 3D of the things to make them look REAL!!!
  2. Fantasy (Game as make-believe): Imaginary world.
    • In the game you would have to escape a place where it’s very scary.
  3. Narrative (Game as drama): A story that drives the player to keep coming back
    • When you keep on finding more cules and getting deeper in the game.
  4. Challenge (Game as obstacle course): Urge to master something. Boosts a game’s replayability.
    • There would be other charcters in the game that are after you and you would have to find a way out.
  5. Fellowship (Game as social framework): A community where the player is an active part of it. Almost exclusive for multiplayer games.
    • When the player is finished with the course they would level up and go on harder sitiutions.
  6. Discovery (Game as uncharted territory): Urge to explore the game world.
    • After when they would finish the course of beating the bad guys in the game they would expolre other things in the world.
  7. Expression (Game as self-discovery): Own creativity. For example, creating a character resembling player’s own avatar.
    • The charcter will be anything you will want it to look like. And it will only have two opitions to choose what you want it to look like, beacause if you have to many opitions then pepole will not like how it looks like or they will constaly change what it looks like.
  8. Submission (Game as pastime): Connection to the game, as a whole, despite of constraints.
    • I think the game is pastlife and if we make a game that’s like something that is trending in the Game indsery and make it look like other popular games then maybe you will have a shot.

OUTSIDE (CREATIVITY, PRODUCTIVITY & THE BRAIN)

Worksheet from bananatreelog.com
  • My mother and i went on the walk and reflected on it, and we think that when you have a negative thought on it and one of the examples are, that there’s some postive in a negative and we should think about that more. instead of always thinking about the negative.

STUDIO (CREATIVITY)

Screenshot from Construct.net
  • Read the Construct Manual Sections
      • Home
      • Getting started
      • Overview
      • Interface
      • Project primitives
      • Tips & guides
      • Behavior reference
      • Plugin reference
      • System reference
      • Scripting
    • I learned from reading this is that this room has basic intructions and it’s very easy to learn about what’s going on and there website is a lot faster than other websites.

CONTROL ROOM (PRODUCTION)

Screenshot from Construct.net

WHAT I LEARNED and PROBLEMS I SOLVED

  • The problems i learned this week was the Lab, i was kinda confused on what it was asking and i started to use my head a little bit more and i hope i got it right!

Game Design – Week 10 – GTD – Getting Things Done – Part 2

North Falls
Image from BiggerPlate.com

Teens are overwhelmed, partly because they don’t yet have the skills to manage the unprecedented amount of stuff that enters their brains each day.  – from LifeHacker.com

“Your mind is for having ideas, not holding them.”

“You can do anything, but not everything.”

― David Allen, (GTD) Getting Things Done for Teens: Take Control of Your Life in a Distracting World

SUMMARY

  • What i did this week was that i learned how to do the GTD maps and i tried to learn how to do it.

PRACTICE ROOM (TUTORIALS)

Unity – C#

  • This week what i did for the Python 3 i did the 1: Basic concepts.

CLASSROOM (THEORY & ANALYSIS)

Screenshot from Animated Book Summary And Review at YouTube

You are going to learn to develop your own version of David Allen’s Getting Things Done (GTD) process in this ‘room.’

  • Is getting things done, really means “Getting things done?” no it does not, beacause it means are you prolay engaged?of what it is.Crisi is a way of calm, you ask why because your mind commands it. And the behvouris can cause that.

LAB (THEORY PRACTICED)

Screenshot of David Allen TED Talk
Screenshot of David Allen TED Talk
Screenshot from Animated Book Summary And Review at YouTube

Examine Two GTD Maps: Basic and Detailed

  1. Detailed map by guccio@文房具社 icensed under CC BY-NC 2.0
  2. Basic map from BiggerPlate.com embedded below

GTD-based Trusted System

Image from Trello.com
  • i use Reminder on my phone it’s very helpful!!

OUTSIDE (PRODUCTIVITY & THE BRAIN)

  • I never really knew that thirty two percent of adults struggle with anxiety disorder, and many other disorders as well. And as a teen in this generation i would say it is very stressful for us right now to. This is probably the year that I’ve been stressed out the most, not with school but with other things as well. And i think that the stuff you should do when you are stress are very helpful for most of the time, so i would say it’s some what of a help. And people should for sure do it.

STUDIO (CREATING MAPS)

  • Crisis is a produce of a kind calm sometimes, why? because sometimes it demands it. When people are telling you to GTD it doesn’t really mean get things done, it’s really being engaged with what’s going on.
  • Or what’s going on in your life, with your family, with your dog, cat, hamster, the holidays. You don’t have to go far in life to get to opportunities to be more engaged. If you are in a situation where you are uncomfortable and you don’t feel like doing so, you should actually do it and when you do it you have are pronouncing power. He also says that you shouldn’t keep anything in your head anymore, because its going to feel unnatural, awkward and unnecessary.

WHAT I LEARNED and PROBLEMS I SOLVED

  • The things i learned this week was in mostly the Practice room because i was struggling with uploading the links and trying to share the screenshots. Then there was a point where i just clicked a few buttons and it solved my issue. and before that i was clicking 5 other buttons. And that solved my problem.

Game Design – Week 11 – Updating Workflow – Mind Like Water

Butterfly
“Butterfly” by fox_kiyo is licensed with CC BY-SA 2.0. To view a copy of this license, visit https://creativecommons.org/licenses/by-sa/2.0/

“‘Be shapeless and formless.. like water’ (Bruce Lee)” by Akinini.com is licensed under CC BY-NC-ND 2.0

“Have a mind like water.”

― David Allen,  GTD

SUMMARY

  • For this week i copied the Blog on Tuesday, then i worked on the rest of the turtials and things in this blog on Friday beacause i have enough time now then on Tuesday.

PRACTICE ROOM (TUTORIALS)

Unity – C#

  • The lesson i did this week was the C# Varibles types.

CLASSROOM (THEORY & ANALYSIS)

Screenshot from Construct.net
  • What it seems to really talk about is the as aspect of the game, i don’t know what to put it into but its saying is that Construct 3 is the fastest way to get a game up and running using our world leading drag and drop tools and features. And you learn in groups and many other things, and it’s having a longer and more specific words. That makes it sound like it’s better than any other Website.

LAB (THEORY PRACTICED)

Screenshot from editor.construct.net

OUTSIDE (PRODUCTIVITY & THE BRAIN)

Image from bananatreelog.com
  • How i structure my day with my daily dose of happiness is by waking up in the morning without my phone in my face for the morning. And if i wake up with my phone in my face for the rest of the morning i won’t be in a good place for the rest of the day. Another thing to is that i love to go outside and look at the woods and tress around my house and take a walk outside everyday, because walking helps me.
  • Another thing as well is talking to my family, beacause they also help with my happines as well.

STUDIO (CREATIVITY)

Screenshot from Construct Begginer’s Guide
  • I tried to make it to something that is totally different that has pink, butterfly, something that’s kinda like a princess typed theme really, but i added some text to it, kinda try to make it look fancy, then i put the butterfly effect as the heading to the board because i like the sound of the butterfly effect kinda beautiful word.

CONTROL ROOM (PRODUCTION)

Game Design- Week 8- Logic,Flowcharts, and Coding

Kessie, our friends' dog, summer '86

“Kessie, our friends’ dog, summer ’86” by exfordy is licensed under CC BY 2.0

SUMMARY

  • So what i did this week was for this class i did, for Tuesday i worked on the Pratice room (Tutorials) for a bit then i worked on the rest on Friday beacause i have enough time to get the work done.

PRACTICE ROOM (TUTORIALS)

Unity

Screenshot from Sololearn.com

CLASSROOM (THEORY & ANALYSIS)

Image from https://monkeyblogmonkeydo.com/2010/07/19/so-duh-pop-quiz-classic-video-game-flowchart-edition/
  • For the first video i watched was the chicken little video and it was showing how to prepare a game. And its just showing how to create it by doing the charts. And so the first thing you need to do if you are creating a game, and the things you need to make it playable and for people to like first off you obviously have to start out with a player, then increase the speed to the player, and then you need to have a goal for this player.
  • For the second video Creating a simple flow chart and the guy that telling about that video is talking about how to create a flowchart. He was talking about how each one of the symbols each mean something for a chart. And the first symbol that you start with is a circle, then at the bottom place a Terminator next is the square with rounded four corners this repents the process or action. And you put that below the start. Next is the diamond this is used for to represent a choice or a decision then this is a yes or no question to that choice and you put that right next to that and then you put a wave square or shape to the below of the diamond and its a document and give them colors. And those are the things i will remember for a flowchart

LAB (THEORY PRACTICED)

OUTSIDE (CREATIVITY & THE BRAIN)

  • What i found interesting was that she was criticized about how the way she was treating when she would leave her house and that people would giver her a hard time because she wanted to be a writer. And people were scared by her because of her book. And i think her story of telling it was amazing.

STUDIO (GAME DESIGN)

  • Set a timer
  • Spend up to 60 minutes in this ‘room’ on either ONE of the game engines below, (NOT BOTH)

Unity

Screenshot from Unity.com

WHAT I LEARNED and PROBLEMS I SOLVED

  • I think one thing that i got done and really made me engaged and really got my attention was probably the coding i don’t know how it caught my eye but it just did. and it really just made me curious and want to learn more about it and i just really enjoyed it. And a problem that i solved was probably the pratcie room unity thing it really made me work a little bit more hard cause it was challenging.

WEEKLY ACTIVITY EVALUATION

Game Design – Week 7 – Tools, Time, and Rooms

Add titlePermalink:https://tesssuccess.edublogs.org/?p=8‎(opens in a new tab)

This image has an empty alt attribute; its file name is 6864215326_f5a21b6920_c.jpg
CreativeCommons image Tool Stash by Meena Kadri at Flickr.com

SUMMARY

  • I went outside, and worked on this blog for this week. And played among us.

PRACTICE ROOM (TUTORIALS)

  • I picked Among Us, its a multiplayer social dedication game devolved and published by American game studio Inner-sloth on and rehashed June 18 2018. it takes place in a space themed setting in, which two players take roll in most being Cremates, and a Predetermined number being Impostors.
  • Link: https://www.youtube.com/watch?v=mnpjpdhUNjY

CLASSROOM (THEORY & ANALYSIS)

  • What you need to make a game is that, you need a enemy in a game that is triggering. And it makes it more challenging in the game and i makes the player want to due that enemy. And that you need to change the level of speed in the game. And you need the player to be able to do/hit the enemy in the game. Now that switches the players behavior.

Game Genres from the Simplest and Most Difficult to Create

  1. Racing Game
  2. Top-Down Shooter
  3. 2d Platformer
  4. Color Matching Puzzle Game
  5. 2D Puzzle Platformer
  6. 3D Platformer
  7. FPS
  8. JRPG
  9. Fighting Game
  10. Action Adventure
  11. Western RPG
  12. RTS

LAB (THEORY PRACTICED)

  • As a designer of a game the hardest thing you have to do is analyze while your experiencing the game. And you have to question yourself. like why its going this why, why is the speed like this. And just have to ask yourself the questions. and for the design like they’ll change the speed and add different modes and different settings in the game to make it more interesting.

OUTSIDE (CREATIVITY & THE BRAIN)

  • When i was taking a walk the other day, through the misty cold day when it was pouring down rain with my chocolate little bear dog with me around my grandparents back yard. I walked there almost everyday and noticed something is wrong. The trees were getting a bit darker than they normally looked. the ground wet like a puddle of water and the birds weren’t flying or chirping like they normally would. And i noticed something in the bushes it was something round and very big. So i took a few steps closer to it, and it was a Panda!!! it had white fur with a little bit of blackness to it. It was a friendly little panda. and it was almost bigger than me!! so i decided to walk it around with me. And my dog didn’t like it to much because she wasn’t used to it. Anyways i took it down with me where there was bamboo and i couldn’t let my parents see. So i took the bamboo off the tree and gave it to the panda. I had to give a name for it, so lets name it dexster. i was walking around the trails with him when all of a sudden a group of my grandfathers hounds came around the corner. And they didn’t recogize the animal so they started to go crazy over dexter. So we turned around and ran for are lives. there was a fence area and it had just enough room for dexter to get through. So i picked dexster up and helped him through the fence and on the other side it was an opening to another world i was obviously sad but i would rather for him to go into another world then watch him get torn apart by some filthy hounds. And then i never saw dexter again. One day when i was old as time i decided to take the same trail again one last time. and this time i didn’t have the the chocolate little bear. This time the trees we are dead and the ground was drier than ever the fields didn’t have any flowers like it did when i was younger. when i walked around the corner i noticed a big round thing and i stepped closer and it was dexter. when i came behind dexter i noticed something strange he’s fur was all gray and he looked like he was in pain. so i helped him to get up and helped him over the fence and he was just laying there. so i climbed over the fence with him. and i was trying to help him into the other world. So i walked with him through the world. And i never saw him again the end.

STUDIO (SONGWRITING)

  • My 5 ideas for this room is going to be Action-Adventure Game, Adventure,3D Arcade Game,Strategy Game,Platform Game. I think that these 5 games will work i really like the Action-Adventure Game because it has action. And that what everyone that likes games. Is for action, and for stuff to happen.

WEEKLY ACTIVITY EVALUATION