gamedesigntheory.blogspot.com
Theory and Principles of Game Design: May 2008
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Theory and Principles of Game Design. Amateur writings on game design. Thursday, May 15, 2008. Failure by Random Numbers. Ailure by random numbers. Subscribe to: Posts (Atom). View my complete profile. Other Game Design Blogs. Failure by Random Numbers. Awesome Inc. template. Powered by Blogger.
gamedesigntheory.blogspot.com
Theory and Principles of Game Design: Don't think "random", think "statistics"
http://gamedesigntheory.blogspot.com/2014/12/dont-think-random-think-statistics.html
Theory and Principles of Game Design. Amateur writings on game design. Wednesday, December 17, 2014. Don't think "random", think "statistics". Make die rolls random, but outcomes statistical. For battles and incorporate that into your game's mechanics. The outcome of the game is determined not by the act of rolling the dice or clicking a button, but by choices like how to move, when to attack, when to retreat, and when to upgrade. Having simply these two elements present will naturally induce luck factor...
gamedesigntheory.blogspot.com
Theory and Principles of Game Design: Controlling Aspect Ratio in Unity
http://gamedesigntheory.blogspot.com/2010/09/controlling-aspect-ratio-in-unity.html
Theory and Principles of Game Design. Amateur writings on game design. Tuesday, September 28, 2010. Controlling Aspect Ratio in Unity. Games made with Unity. Allow users to pick a screen resolution on startup through Unity's Display Resolution Dialog. Use this for initialization. Set the desired aspect ratio (the values in this example are. Hard-coded for 16:9, but you could make them into public. Variables instead so you can set them at design time). Float targetaspect = 16.0f / 9.0f;. Rectx = 0;. Rectx...
gamedesigntheory.blogspot.com
Theory and Principles of Game Design: September 2010
http://gamedesigntheory.blogspot.com/2010_09_01_archive.html
Theory and Principles of Game Design. Amateur writings on game design. Tuesday, September 28, 2010. Controlling Aspect Ratio in Unity. Games made with Unity. Allow users to pick a screen resolution on startup through Unity's Display Resolution Dialog. Use this for initialization. Set the desired aspect ratio (the values in this example are. Hard-coded for 16:9, but you could make them into public. Variables instead so you can set them at design time). Float targetaspect = 16.0f / 9.0f;. Rectx = 0;. Rectx...
gamedesigntheory.blogspot.com
Theory and Principles of Game Design: Narrative and Consequences
http://gamedesigntheory.blogspot.com/2010/10/narrative-and-consequences.html
Theory and Principles of Game Design. Amateur writings on game design. Friday, October 15, 2010. The holy grail of narrative game design is a game with a carefully constructed narrative that players can influence to the same degree as their real lives. The goal is to have stories that are every bit as engaging as traditional narratives but created in such a way as to enable a rich variety of player experiences. Players should be offered meaningful choices. Is doing X a better choice than doing Y? What if...
gamedesigntheory.blogspot.com
Theory and Principles of Game Design: Emotions in Games
http://gamedesigntheory.blogspot.com/2009/07/emotions-in-games.html
Theory and Principles of Game Design. Amateur writings on game design. Monday, July 20, 2009. How, then, does a game designer create emotions? Several options present themselves:. Designers may encourage particular feelings in players by presenting them with emotionally suggestive images, sounds and music. This is all about transporting the player to an emotionally suggestive imaginary environment. Just like authors can evoke particular emotions by getting the audience to empathize with the characters he...
gamedesigntheory.blogspot.com
Theory and Principles of Game Design: A History of the Amiga
http://gamedesigntheory.blogspot.com/2010/04/history-of-amiga.html
Theory and Principles of Game Design. Amateur writings on game design. Thursday, April 15, 2010. A History of the Amiga. A History of the Amiga, from Ars Technica:. Part 2: The birth of Amiga. Part 3: The first prototype. Part 4: Enter Commodore. Part 5: Postlaunch blues. Part 6: Stopping the bleeding. Part 7: Game on! Really glad you highlight the Amiga. Whats that got to do with games? Well, widely, deeply, holistically. And this spilled over into most game design. August 04, 2015 7:27 AM.
gamedesigntheory.blogspot.com
Theory and Principles of Game Design: September 2007
http://gamedesigntheory.blogspot.com/2007_09_01_archive.html
Theory and Principles of Game Design. Amateur writings on game design. Thursday, September 27, 2007. Some questions every game designer should ask during the game development process:. Are the game's interfaces and user controls consistent throughout the game? If they're not, is there a good reason why they shouldn't be consistent? Do the inconsistencies make logical sense? Do the controls adhere to known conventions for the game's genre? Intend it, do I have a very. Good reason for it? What about other ...