Games GDD

Pico 2 cards
"Index cards on all four corners"
http://www.thegamesjournal.com/articles/DesignConsiderations.shtml
The first article i read was called ""Design Considerations"" written by Greg Aleknevicus.  In this article Greg teaches us about the importance of doing something right instead of wrong. They both cost the same. The first thing we are told is that its best to use contrasting and striking colours when creating games but also to bare in mind that many people suffer from colour blindness so its not easy to tell which will suit best. Ive learned not to use orange and red as player colours as they are very similar and hard to distinguish even for people without colour blindness. Greg also talks about the FAQs page online. Its very important to have this in your webpage for your game and it will allow your company to interact with the customers and will keep customers happy, knowing that you are willing to answer their questions. In this article Greg also gives us advice on how to best test your rules. The best way to test your rules is for blind testing. This will result in strangers reading through the rule book without anyone there to explain it and it will allow you, the developer to see what rules work best and which ones have some flaws.


I also read "Playtest notes on Initiative" written by Byron Collins. In this article Byron talks about and teaches us the importance of changing one rule. In this example, The rule of Initiative was change which resulted in  a balancing mechanism. It allowed players to be equal and have no advantages at the start, "So if a player wins Initiative 3 consecutive turns, that player receives a -3 to the roll the following turn." 


Comments

  1. hi niamh, you seemed to of connected well with this reading assignment and taken a great deal from it, i hope it serves you well in developing your game and creating something that you are proud of!

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  2. Hi Niamh, The article was helpful for sure I wouldn't have thought about players with colour blindness before readings it but it seems obvious now that you should facilitate everyone you can. Another part of the article I found useful as well as using contrasting colours is to use different visual images for different characters to make it even easier for players to distinguish between different elements.

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  3. Hey Niamh, Hope you are doing good! I really enjoyed reading this dundoc. I liked the depth that you used in the design of the game and I look forward to seeing how your game turns out.

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