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Game Design is the process of deciding the rules and mechanics of a game, and solving balancing problems to achieve the intended play experience. For questions about design of software code, use the Software Engineering or Algorithm tags instead. Likewise, questions about visual design should use Art or Graphics tags.
0
votes
What are the differences between random encounters and permanent mobile enemies?
Supplementing Jimmy's answers which I agree with.
Benefits of random encounters:
Better control of the number of encounter per time unit.
Invisible process, so it may be tweaked dynamically without …
1
vote
Toggle action for gamepad triggers, whilst being held down
You should consider doing the opposite of what you're suggesting: using your triggers to enter quasimode and your buttons to produce actions.
If you did that, it would considerably expand your availa …
2
votes
Accepted
Map progression
You could draw just one colored map and use the least significant bits of each RGB component to convey a state (part of a shrine, visited). Your brush would flip these bits according to the player's m …
1
vote
Level Pacing in a Mobile Game
This question should help if your game teaches several skills to the player:
How do I elegantly teach players how to play?
Otherwise, it's just a matter of smoothly increasing complexity, by adding …
3
votes
How do I elegantly teach players how to play?
I totally agree with BeanBag's answer. Some additional advice:
Introduce at most one new mechanism / skill per level.
Ideally spend a bit more time on each new skill, like exploring its complexity i …
1
vote
Multi-disciplined: Strength or Weakness?
Since making games is about iterating versions, communication between the team domains is paramount to solving design and production dependencies that inevitably arise.
That's why having a multi-disci …
1
vote
What are good questions for design interns?
I set poorly specified design tasks to see if they ask questions. Skills can be taught. Starting with the impression that you know the answer or that there is a right answer is harder to overcome.
Al …
6
votes
Methods for character design
I wholeheartedly recommend Better game characters by design: a psychological approach by Katherine Isbister
http://books.google.com/books?id=TGBTzVj47ZcC
It covers the whole design process, from cul …
15
votes
Creating meaningful and engaging quests
In order to design meaningful quests, the player must be able to do meaningful things.
You must make the most of the design blocks that are available to you and give them meaning inside the context of …