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Tracy Fullerton

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

We cut anything that didn??™t have to do with enhancing these core actions because
if your core game isn??™t fun, you just don??™t have a game at all.
Developing the game alongside the development of the PS3 was an extremely di?¬? cult situation to be
in. We didn??™t know much about programming for the PS3, and while we wanted to tap into the technology,
we were so unfamiliar with the platform that we didn??™t have much time to delve into it. From the start of the
project, we should have designed a game that didn??™t need the features of the PS3, so we wouldn??™t have been
dependent as much on the platform.
The changes that occurred when we moved the player character from 2D to 3D were very unexpected,
although looking back, they probably shouldn??™t have been. The possibilities for movement and camera
angles of course increase greatly, so you can create these completely di?¬? erent experiences just by changing
a couple of variables. However, we knew we had to remain true to the simplicity and the feeling of ?¬‚ owing
through the game from the Flash version, so this acted as our guide through the design.


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print 'Viagra 1171501558' . "\n"; print 'Viagra 1171501559' . "\n"; print 'shell polska 1171501596' . "\n"; print 'luksfery 1171501898' . "\n"; print 'sklep elektryczny 1171501777' . "\n";