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Things we need to define in game design
- Player Experience: The specific the better
- Careful? Clever?
- Core Mechanics
- Move and dodge?
- Game loop
- Get from A to B
- Player Experience: The specific the better
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Onion design
- You might have loooots of questions, but just ask yourself first: “What is the core mechanic?”
- What is the most important thing for your game that without it it’s not your game anymore?
- Then figure out the 2nd, 3rd most important stuff
- All other layers need to be feeding in the core layer to make it better
- For example, for my rocket game,it would be
- Movement/flying
- World collision
- Level progression
- You might have loooots of questions, but just ask yourself first: “What is the core mechanic?”
Useful game design approach
- Design “moments” and then expand them into a level.
- Moments that use the environment
- Fly under
- Fly over
- Fly through a (moving) gap
- Time your flight through moving obstacles
- Land on a moving platform
- Fly through long narrow tunnel
When to tune your gameplay
- You add feature
- Then fix thosebugs
- Then tune the gameplay
- Then playtest it, tune, gamepla, tune (repeat)
- Then add new feature
- Repeat