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开发者谈手机游戏的设计要点及步骤

作者:Junaidix

下面是我总结的手机游戏若干设计要点:

1. 机制:玩家如何同游戏世界互动?他将触碰到什么?如何操作?操作的限制条件和影响是什么?所有这些都需要在构思出完整设计前考虑清楚。

2. 持续时间:玩家通过一个关卡需要耗费多长时间?(游戏邦注:手机游戏的游戏回合最短30秒,最长30分钟)。你希望用户在一个关卡中投入多长时间?10分钟的用户投入时间在手机游戏领域缺乏可行性。如果你将其设置成30秒,那么你就不可在当中融入复杂元素。

3. 奖励:你需要向玩家提供奖励。如果没有奖励,玩家为什么会对体验你的游戏产生兴趣?不妨考虑诸如得到正面强化之类的奖励。当他们执行预期操作时,就给予他们奖励。奖励可以是你的游戏货币、新关卡、新设计或新皮肤等。尽情发挥创造性!

4. 难度:关卡难度是另一棘手问题。不同玩家对你的关卡难度会有不同看法。这不应是接近不可能的过度复杂,也不能是几近无聊的过于简单。

5. 体验:写下你希望玩家感受到的体验。你如何将此转变成游戏体验要素。例如,如果你将Action描述成一个体验,那么游戏中的什么事件能够向玩家传递这一感觉?

是的,我完全同意你的看法。设计第一,编码第二。我知道很多开发者会不同意这一观点,但我自己就是位设计师。设计第一位(游戏邦注:就是UI的略图),然后是游戏编码。

bukubajet homescreen from bukubajet.com

bukubajet homescreen from bukubajet.com

下面是我制作《Buku Bajet》过程中的具体步骤:

1. 解决杰出构思问题

2. 在纸上描述具体表现(UI)和运作方式

3. 着手编写代码,遵循步骤2的设计

4. 在向他人呈现内容前自己先进行尝试

5. 基于步骤4的结果修复/更新设计

6. 基于步骤5编写更新代码

7. 感到满意后,就将应用发行

这里的关键是,找到“杰出”构思后,着手在纸上绘制草图。

谁说设计诸如《愤怒的小鸟》之类的杰出作品是件容易的事情?你可知道《愤怒的小鸟》是Rovio的第52款作品?这完全不是什么一夜成名。他们也是先从设计着手。(本文为游戏邦/gamerboom.com编译,拒绝任何不保留版权的转载,如需转载请联系:游戏邦

How to design your own mobile games? Here good tips from the Chicken’s near you and me.

by Junaidix

Haha.. sorry bro Shah, I just can not resist to put the title that way

If you still remember the Where’s My Chicken games that I review earlier this month, well you should download and play the game. 50K download in one month of release! Jeles ni tau.. kekeke..

Here is a short list of points which you should be aware of during design:

1. Mechanics : How does the user interact with the game world? What can he touch? Manipulate? What are the limits of his actions and the effects? All of these has to be known prior to a full game design.

2. Duration : How long does it take for the user to pass a level? Being mobile games, we should look at game sessions from as short as 30 seconds to as long as 30 minutes. How long do you want a user to spend in a level? Expecting 10 minutes of focus from a user is not feasible for mobile games. If you design it as a 30 second game, then you cannot put much complexity in it.

3. Rewards : You have to give rewards to your players. Without rewards, why would your players be interested in playing your game? Think of rewards like positive reinforcement for your players. When they do something that you want them to do, reward them. Rewards could be your game currency, new levels, new designs, new skins, etc. Be creative!

4. Difficulty : Level difficulty is one of the hardest issue you will face. Each and every one of your player will have a different opinion of your level difficulty. It cannot be too hard that it borders impossible, and it cannot be too easy that it borders on boredom.

5. Experience : Write down what is the experience that you want your player to feel. How would you translate this into game play elements. For example if you wrote down Action as an experience, what event in your game can convey this feeling to your player?

Yes, I’m totally agree with you. Design is the King. Coding will be the Queen. I know most of the developer will totally not agree, but hey I’m a developer and even I’m the worst designer ever. But still, design first – sketch of UI will do – then code your apps.

The whole journey of my first time experience in developing mobile apps of Buku Bajet is documented here, and later continued here after I release my apps.

In summaries, here is my chronology of my Buku Bajet apps development:

1. Crack the “shell question” of the great idea

2. Sketch / Design it on paper how it look like (UI) and how it work.

3. Begin to write the codes to follow the design in step 2.

4. Use it yourself before release for others

5. Fix / Update your design based upon result in step 4.

6. Write updated codes based upon step 5.

7. Once satisfied, then release your apps.

The point is, once you have your “great” idea, begin sketch it paper

Who say designing a successful mobile games like Angry Birds is a an easy jobs? Did you know that Angry Birds was the game no 52 from Rovio? Totally, it’s not an overnight success!

The developer was also quick to point out that the popularity of Angry Birds wasn’t just an “overnight success.” Before Angry Birds, Rovio had designed 51 games since the Finnish company was founded in 2003.

They also begin with the design, one screenshot of this angry bird character just trudging around on the ground.(Source:junaidix


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