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Author Topic: Game Design Resource  (Read 5153 times)
T_M_C
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« on: December 22, 2012, 12:35:09 AM »

This is  a really cool resource for game designers.

http://www.designersnotebook.com/Design_Resources/No_Twinkie_Database/no_twinkie_database.htm

It's a database of do's and don'ts of game design.

A lot of it is common sense of course, but there is a lot of really useful information here.

Theres a lot of text to read through and i've only read a handful of pages but what i have read i've been impressed with.

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fog
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« Reply #1 on: December 22, 2012, 07:28:01 PM »

Great find.  I'm gonna wast so much time reading that.   BunnyMonkey!

Like you say, much of it is common sense although not things I've specifically thought about while working on a game.  Slightly worryingly I think I'd struggle to come up with any rules that I consciously stick to  Tongue
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« Reply #2 on: January 01, 2013, 02:17:58 PM »

This is a pretty massive and comprehensive list of stuff from setting up a company, marketing, coding, graphics work...pretty much everything really.

http://www.mangatutorials.com/forum/showthread.php?742-The-Ultimate-Indie-Game-Developer-Resource-List&s=227537c639672512b2e3065669c0b88e&p=79992&viewfull=1#post79992
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T_M_C
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« Reply #3 on: January 02, 2013, 06:23:22 AM »

Wow.

That's a really exhaustive list.

Good find.   Cheesy

Plenty of links there i havn't seen before.

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« Reply #4 on: January 21, 2013, 09:53:11 AM »

I like this "Rules for making games" list.  Not your usual list of do's and don'ts, but much more relevant to the indi dev I'd say.

http://nottheinternet.com/blog/rules/



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T_M_C
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« Reply #5 on: January 21, 2013, 05:28:36 PM »

Good find.

There are some classics in there.


Quote
Making a game is easy. Finishing a game is difficult. Selling a game is almost impossible.

Very true,   Tongue


Quote
If you start by building an engine, you'll never make a game.
I've seen a lot of posts from people who have spent a long time making a great engine with the intention of making a game, but then run out of steam.
And the game never materialises.



Quote
Try the stupid/simple solution first.

Thats my philosophy.   Grin



Quote
Sometimes you need to slog through it. But you're basically useless at design when you're slogging. So take a break!

Probably 90% of game dev is a slog.
The trick, is to enjoy it.   Roll Eyes


Quote
It's never the player's fault.

Can't argue with that.



And here's one of my own.

Feature creep can kill any app or game.
Know when to quit and move on.   Undecided

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« Reply #6 on: January 22, 2013, 03:54:00 PM »

Quote
If you start by building an engine, you'll never make a game.
I've seen a lot of posts from people who have spent a long time making a great engine with the intention of making a game, but then run out of steam.
And the game never materialises.
It's coming I promise   Grin
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Prime_8
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« Reply #7 on: January 25, 2013, 03:34:11 AM »

i resemble that one too .

i get close with a few tech demos of parts .lol
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« Reply #8 on: June 16, 2013, 08:49:04 PM »

Some great "design tips" here in the form of cartoons.  Great idea.  Grin

http://gamedesigntips.tumblr.com/



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T_M_C
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« Reply #9 on: June 17, 2013, 10:01:24 AM »

hehe.   Smiley

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« Reply #10 on: June 17, 2013, 11:02:22 PM »

The reverse y-axis got me.  I always use reverse pilot controls and nobody else does so whenever we pass the joypad over we need to go into the options and change it again.  Tongue

A few times I've tried to learn the other way, but my old brain just can't do it.

I wonder if it's just us old gamers that still use reverse y-axis controls?
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T_M_C
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« Reply #11 on: June 18, 2013, 09:41:42 AM »

Thats interesting.

I hadn't really realised until you mentioned it.

But for mouse controls, i like to move mouse up to move camera up, but for joystick have y reversed.   Tongue

That must be habbits going back decades now.

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Prime_8
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« Reply #12 on: June 18, 2013, 07:12:48 PM »

i fly R/C  , forward stick == nose down.  I hate when I cant reconfig from arcade modes where forward stick / mouse == up.
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« Reply #13 on: June 19, 2013, 09:03:15 AM »

Thats interesting.

I hadn't really realised until you mentioned it.

But for mouse controls, i like to move mouse up to move camera up, but for joystick have y reversed.   Tongue

That must be habbits going back decades now.
Yeah I can only imagine it's because the first 3D games us oldies played were all flight sims.

For years the only 3D environments computers were capable of displaying was a line to represent the horizon or a simple star field so everything used pilot controls for pitch.

Well that's my theory anyway  Tongue
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« Reply #14 on: July 03, 2013, 02:02:59 PM »

Go on then...what does your game say about you?

Mine probably says I spend far too much time on even the simplest of things  BunnyMonkey!

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