game design and production
- Posted by Michael Packard <pastor at berighteous.com> May 03, 2001
- 423 views
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