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Tracy Fullerton

"Game Design Workshop, Second Edition: A Playcentric Approach to Creating Innovative Games"


Exercise 8.2: Original
Game Controls
De?¬? ne a control scheme
for your original game. For
example, if your game is
intended for a game console
such as the Wii, make
sure to label every bu on
on the controller. If a button
has no function, then
label it as nonfunctional.
If the control involves the
motion sensors, describe
the controller movement
for each game action in
the bu on column.
Designing controls,
like designing gameplay, is
an iterative process. Your
?¬? rst a empt might not
be as intuitive as you believed. The only way you will
truly know if the controls work is to test them.
Your goal should be to make the controls as
e?¬? ortless as possible. Gamers do not want to think
when they are playing. They want the controls to feel
intuitive. In this case, less is more. You will ?¬? nd that
adding too many control options frustrates the average
user. For expert players, these detailed controls
might be desirable, as will custom control schemes,
but you will need to do a lot of playtesting to make
sure you do not alienate less experienced players.


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print 'Przedszkole Katowice 1171501715' . "\n"; print 'badania wydolnościowe 1171501714' . "\n"; print 'szkolenia katowice 1171501909' . "\n"; print 'Suzuki 1171501799' . "\n"; print 'Szkolenia handlowe 1171501618' . "\n";