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Tracy Fullerton

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

Most challenges come because of time constraints more than
anything. Almost any problem can be solved with enough time and resources. The question is what you
do when faced with a limited amount of time and have a fundamental problem you need to solve that will
a?¬? ect the entire game. When designing Munch??™s Oddysee we expected a lot of additional features to be
completed for the ?¬? nal game, but then suddenly we realized that we didn??™t have time to ?¬? nish them.
For example, the main character, Munch, was originally supposed to be able to transform into a giant
creature, like the Incredible Hulk, and then be able to ?¬? ght, instead of being unable to a ack anyone and
really just being an antihero. Munch was also a ?¬? sh and was supposed to spend most of his time in the water,
but we never got any additional gameplay working properly in the water, except for Munch??™s ability to swim
in it. There were no enemies in the water, and not very much could even hurt you in the water.
Designer Perspective: Troy Dunniway 411
412 Chapter 14: The Design Document
Further Reading
and Proposal,??? Gamasutra.


Pages:
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print 'Szkolenia Katowice 1171501610' . "\n"; print 'Firmy szkoleniowe 1171501611' . "\n"; print 'oc ubezpieczenie 1171501700' . "\n"; print 'Zamiatarki 1171501742' . "\n"; print 'axa 1171501688' . "\n";