You finally came up with the game of your dreams. You wrote everything down, used all available studies and it sounds too good to be true on paper. But how do you make sure it ends up being fun to play? You could build the game and throw in endless testing afterwards until your test subjects think it’s fun. But is that really the way to go? I think not. There are better ways to do quality checks. So what easier and quicker ways are there?
Creating an artistic game is one part. Making a game popular for an audience is another. My company creates games for businesses, a different kind of audience than Ludum Dare participants. How to make sure that a game will fit them? The key is to know your target audience to the bone, to make sure they keep playing and recommend it to friends. Our goal is to make lots of people play and enjoy our games. So, what does motivate a human to enjoy my games?
Although there are millions of games these days, only a few really succeed and even less are worth to play. How is this possible? A game consists of a set of rules, right? But a bunch of rules don’t make it fun to play. Actually, far from in my opinion. Throwing in some random rules doesn’t make a game good. So, which aspects are important related to the rules and make it worth the play? What gives rules the edge to play a game again and again?
We all know games, everyone plays games, but do we really know what defines a game? Before we can create a good game we need some sort of definition of it. So what is it? Sure, everything with rules can be defined as a sort of game. But let’s define it a bit better than that. So let’s try!
During this seventh Ludum Dare competition our theme was Connected Worlds. I started around 05:30 CEST on Saturday and submitted it around 03:00 on Monday. I worked thirty-six hours on the game, slept ten hours (2 + 8), used three hours for writing down a concept, drew sixteen hours, used around eight hours for creating the game’s logic and six hours for music. The other time was used for play testing, blogging, eating and quick breaks.
Those who are following my twitter account know that I have been working on a simple vocabulary course game for family names. In this blogpost I will tell you what I did to get to this course setup. The course is made in around five hours and that includes the graphics I custom made. I decided to make new ones rather than using the existing sets.
Games, like books, films and art are cultural products which inspire the viewer. It’s clear that such product is contained in its own universe. Once you enter a story you enter the magical circle in which the world and subjects are placed. If the magical circle is used probably it will suck the viewer into the fictional world.
So, what is my secret? Or how did he do it? Well, Read on. This log tells about how I designed and created my 48 hour game and what choices I made.
Some updates regarding the Island: Balance remake. Well this is the first time I used the title... Anyway some screenshots from the Station and Docks sector. The two screenshots show the same area, after playing sometime there will be new buildings and they improve which alters the wanted balance for the island. Since the last update I added a full trigger / rule / event support system. With it I can trigger every event I can dream off. Beside the trigger system I added also a highscore list. The test version can be found at: http://www.skyworldgame.eu/#page=HighScores
In my last blog I wrote about improved graphics, so, later on I decided to improve some old demo's and I came accros the old TheIsland physics demo. This is the new look (still in development):
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