game design and production

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The first part of the course is covering all the aspects of designing a game
project from scratch - what it will be about, what it will look like, what
will the player do, what will happen as the player plays, what happens as he
reaches game goals, what happens when he doesn't reach game goals, what
happens when game is over etc.  Once we have everything we want to have in
the game decided and documented, then we cover the programming theory and
paradigm behind how we're going to actually code it, including data
structures and how to manage them.  Then we cover each procedure, function,
and routine we need, what it needs to do, what other procedures, etc it
needs to pass information to, work with, etc., and how to go about coding
it.

Half of the design section of the course is game design theory, and the rest
is practice.  For example the first installment for this week covered screen
design and user interface principles, and the second part (should be up
today) will cover the screen design and UI spec for our game.

Michael Packard
www.berighteous.com/euphoria

>
>
> I traced thru some of your code and it seems to be fairly easy to catch on
to.
> I do have one question (or statement) I presumed after reading your first
> course description that this would be a project that would take mnths to
> complete and you've done the work on you program and are finalizeing
> as I type this. I havent gotten much from the course design in the way of
the
> project at hand but a general gameing design. When will we get the low
down
> on the project. Or, am I to presume that this will be a lesson covered
after
> you finish the program?
>
> Euman

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