guideline to game/AI construction
Posted: Mon Jun 30, 2008 6:32 am
Nowadays game creation is made simpler and simpler by every release of a newer and hopefully better game authoring software. But there are still some parts of a game that not even the best game authoring software, like GE can make easier.
These are marked in the title, and these are what I'd like to help you, as reader to understand a little more...
Part 1 - guideline on game idea(s)
(see part 2 in the next post)
Before you open GE, GM or any other program, you open it with an idea. It may be only a spark, or it may be a complex city in your mind. We all have game ideas. But how well are they thought over? We can all say, well this is what I want, it'll be cool anyway! But it never is bad to think again.
A game is a game because it presents a challenge. This challenge exists because the game has a goal set for you to achieve. If the game is "goalles", then it isn't a real game. Your game might have several goals. These more complex games need more thinking over, I'll explain later. The most complex games can also give one more thing. This makes a bigger challenge - better game. This is if you add a restriction. A restriction is something you tell the player(s) not to do.
Another thing that's vital to a game, is two sides, players, characters, teams, armies, etc. that oppose eachother. Cause a challenge is not a challenge if it is simple to achieve. Even with restrictions, a game has hardly a challenge without additional opponents that are there to bug you, constantly make you hurry.
If you've got these for a game, then the battle is half won! If something was missing from the above, then you might need to rethink something. But don't be affraid. If something is different in your idea, it doesn't mean it's bad. Afterall, that's what gives variety to the gaming world; there are more new ideas. But the above you should consider the definition of a challenge. It is challenge that is important.
Now, if our idea has passed the above, then we go on: A goal most have complications if your game has only 1 goal. This might be some of the above, but if your idea excludes those things, then try and think of a complication, if you don't have one yet. This will make your game spicy. If your game idea already has a restriction. or multiple goals, then complications aren't mandatory, but you can still include that too.
If you have multiple goals, or also restrictions, think them over. Do they connect somehow? This is more interesting when you have an RPG in mind. Do the characters's goals somehow complicate eachother, or will one goal somehow unlock the other? That's what you have to think over. Even if they don't do what I just mentioned, the point is, they have a logical connection, otherwise, the game might get too wide, maybe less understandable for the player.
So now, that we've gone through the game idea, making sure now, that we've got what a game idea needs, the game still needs things. If the idea included such things as characters, then the characters must be detailed. The game plays somewhere, so you must think of scenes/levels; it'd be nice to have a story too. Character detailing, scene planning is 100% based on imagination with our idea. If planning the scene you come to another addition to the idea, then don't be affraid to add the idea. When planning, and in the imagining mode, that's when you can make up nice ideas!
The story also needs only some imagination, but the story is only a story to your game, if it somehow touches the goal, complications, enemies, etc. in oher words, introduces you to the game.
Now the order I wrote through these last things shouldn't be the order you think them through. Things can always be added to everything, but things are based on another. If your game will have more emphasis on gameplay/action, probably character and scene comes first, then the story. If your game might not be too action-packed: making up a grabbing, jolly good story should come first, so that the player gets fired up for the game, and looks at the game from the perspective it gets exciting from. Then based on how the game is structered (wether the game is more based on its levels or its characters) you think over the characters and scenes...
That's pretty much it for game ideas! The reason we talked about them first, is because an AI is 100% based on these, and you need to understand your game before you understand your AI.
See next post for the AI
These are marked in the title, and these are what I'd like to help you, as reader to understand a little more...
Part 1 - guideline on game idea(s)
(see part 2 in the next post)
Before you open GE, GM or any other program, you open it with an idea. It may be only a spark, or it may be a complex city in your mind. We all have game ideas. But how well are they thought over? We can all say, well this is what I want, it'll be cool anyway! But it never is bad to think again.
A game is a game because it presents a challenge. This challenge exists because the game has a goal set for you to achieve. If the game is "goalles", then it isn't a real game. Your game might have several goals. These more complex games need more thinking over, I'll explain later. The most complex games can also give one more thing. This makes a bigger challenge - better game. This is if you add a restriction. A restriction is something you tell the player(s) not to do.
Another thing that's vital to a game, is two sides, players, characters, teams, armies, etc. that oppose eachother. Cause a challenge is not a challenge if it is simple to achieve. Even with restrictions, a game has hardly a challenge without additional opponents that are there to bug you, constantly make you hurry.
If you've got these for a game, then the battle is half won! If something was missing from the above, then you might need to rethink something. But don't be affraid. If something is different in your idea, it doesn't mean it's bad. Afterall, that's what gives variety to the gaming world; there are more new ideas. But the above you should consider the definition of a challenge. It is challenge that is important.
Now, if our idea has passed the above, then we go on: A goal most have complications if your game has only 1 goal. This might be some of the above, but if your idea excludes those things, then try and think of a complication, if you don't have one yet. This will make your game spicy. If your game idea already has a restriction. or multiple goals, then complications aren't mandatory, but you can still include that too.
If you have multiple goals, or also restrictions, think them over. Do they connect somehow? This is more interesting when you have an RPG in mind. Do the characters's goals somehow complicate eachother, or will one goal somehow unlock the other? That's what you have to think over. Even if they don't do what I just mentioned, the point is, they have a logical connection, otherwise, the game might get too wide, maybe less understandable for the player.
So now, that we've gone through the game idea, making sure now, that we've got what a game idea needs, the game still needs things. If the idea included such things as characters, then the characters must be detailed. The game plays somewhere, so you must think of scenes/levels; it'd be nice to have a story too. Character detailing, scene planning is 100% based on imagination with our idea. If planning the scene you come to another addition to the idea, then don't be affraid to add the idea. When planning, and in the imagining mode, that's when you can make up nice ideas!
The story also needs only some imagination, but the story is only a story to your game, if it somehow touches the goal, complications, enemies, etc. in oher words, introduces you to the game.
Now the order I wrote through these last things shouldn't be the order you think them through. Things can always be added to everything, but things are based on another. If your game will have more emphasis on gameplay/action, probably character and scene comes first, then the story. If your game might not be too action-packed: making up a grabbing, jolly good story should come first, so that the player gets fired up for the game, and looks at the game from the perspective it gets exciting from. Then based on how the game is structered (wether the game is more based on its levels or its characters) you think over the characters and scenes...
That's pretty much it for game ideas! The reason we talked about them first, is because an AI is 100% based on these, and you need to understand your game before you understand your AI.
See next post for the AI