
This block is — the sum of some common errors in the design of any project format. For each format, see the relevant section: Recommendations for the desktop game concept <a href="https://hsedesign.ru/project/e69a04468f4334a7b9f58266fb565f target="_blank"> Recommendations for the video game concept aref=»https://hsedesign.ru/project/1309824f000e4108b08fc4a5a275456" Target="_blank>

Game Errors

Mistake № 1 You not have studied references. It’s hard to make a cool game about a fight when you only play one of these. Or not--nbsp; playing at all. It’s hard to make new and interesting movement when you’re not you’ve seen, though five to six different attempts. You can’t do a cool game against the system if you’re not ever you’ve seen a game like this. Research the games you need and the genre you need and then do your thing. We strongly recommend not it’s easy to look through/cards, a play. Analysis of your feelings from testing will help you a lot more than any VCR. Mistake № 2 Copy of another game where you changed the setup. For example <laquao; as a mario, but Save the butterfly from broconier& raquao; — there were no there were new actions by interesting, new mechanics. The whole old system’s left. The solution is to study someone else’s gameplay. But, uh, when you change the setup, look for, and, uh, nbsp; what can we do in are we unique? Maybe you can save the butterfly, not by jumping the level, but by racing poachers in the 'nbsp; they’re not; they’re also traps? There’s another one coming in slowly.
Mistake № 3 Big game. AAA project, which of course is in a presumption on 12 slugs not Decision: Take a small, medium-sized concept with the cool stuff. It’ll make it easier for you to show the originality of your thinking by fitting yourself into the 2500 symbols. Mistake № 4 The history of the game instead of the game. ' Many thousands of years ago, the twin gods came to the world, and everything was good but them sora, and then the world split, blah, blah, blah. And which means now two, which means that the twins were born and they’re going to go to the journey to go to the world.& raquao; the game starts when these two are going to figure out how they jump, so they’re going to go from space to space. Here’s what you’re going to need to describe;) Decision: Give us a gameplay, no history. Or a history in one short sentence. From 'nbsp; we’re only interested in events that happen with 'nbsp; a character inside the game.
Mistake № 5 Mistake with the topic. You chose too common or too sharp a topic. Acute topics are long done, studied, tried, tested and they don’t serve the in 12 slides. You don’t go in deep, it’s very superficial. It doesn’t mean you can’t play games on such topics. We’re gonna ask you to refrain from the 'nbsp; the sharp stuff until 'nbsp; the moment that you’re not becomes independent and the mature developers with the 'nbsp; resources and the ability to do quality research. Examples of such dangerous topics: depression, mental disorders, Bulling, madness, and so on.
They also often hide good games or prevent them from doing them. We’ve seen them once, and we’ve decided to write them to you so that you can come up with something fresh. Our tops are boring and covered by the themes of Yandere, dreams, fairies, dog cats, Rusie, ecology, education, children’s simple games, subconscious, dog sleep, just sweetness, just apocalypse and just fantasies (i.e. without your elaborate raisins of the world) Decision: Take a theme that’s interesting to play. B which is funny/intrigued/disturbing. Which you know or can study, rarely or not at all, have seen.
Mistake № 6 Ne retained focus. Focus — the basis of your game. The mood, the pace, the experience. All elements adjust to it. If you’re gonna say you’re doing a cozy cute game on the 'nbsp; relax, a then it turns out that all the gameplay — souls-like on the 'nbsp; time, you’re not held the trick. The solution is to set all the elements of the game under the what you choose as the main elements.
Mistakes
#b> Mistake № 1 Nothing is `nbsp; understood or understood only by you. If you write the text in the last moment and they once not reread, there is a chance to hide the woods behind there is a chance to write a lot of things as connected to the other action. Decision: (1) Write down, postpone for two days, read and analyze. Write it down. (2) Let’s read the text to people and repeat it to you. So you’re gonna hear that you’re not enough to describe what’s not enough to understand. And you can do better. No one text not writes well with first time. The text of this Longrid has been updated at least three times;) Mistake № 2 Different delivery order. First, in children are told about some mega-ultra-cool battle feature, and us not yet we know how the camera, displacement, and in than the goal of the player at all. Decision: Start with most important for quick visualization and understanding your concept. Camera, game screen example, basic control.
Mistake № 3 Not at all, not helps to understand the game. In in the case of desks — simply draw pictures, and not ingredients. In the video game shows hero-location-matters, but it’s not you explain. Decision: Draw what explains the gameplay, and not just decorates the slide. U you are too few slides to do simply <laquo; beautiful». Mistake № 4 Tell me about content, and not about the system. Describe 15 views of opponents, but not explain, in what space do they play, how they face each other with friend, on why does the common system of combat work? Decision: First, tell the gameplay. Try playing the game of game in head and think about what the player is doing. Then complete this with examples of content. The task is not to kill us with a bunch of invented, but to give us a clear message of the gameplay.
Mistake № 5 Ended at mid/ not settled in the slides. Only the most basic items for the gameplay were told: <laquo; in joker — shoot» and not explained how the shooting was different among the you. The game is interesting, but it’s important to leave it in the the presentation only which affects the the perception of your project. Decision: Think about what things you have in your you work like this; just as they usually do in your similar genres and not use signs on your banal platitudes (but ne then forget that you use typical controls).
Mistake № 6 More references than gameplay. You wrote that you took a palette from Seth’s games, a shooting system from Doom, and free from ANIMAL Crossing. And it’s nothing it’s going to tell us about your game, because we’re not we can know that it’s you you understand it as & laquao; shooting system» and « wib& raquao;. Decision: not overstep with profiles. Give them one or two slides, maximum if there’s room left. Most often, if you’re gonna be cool and you’re gonna describe your gameplay in detail, you’re not gonna find a place for reference and you’re gonna find it and it’s okay. We need to see your gameplay.
Remember that the task is — try to do something original and interesting. Avoid all mistakes not will get, even in video game class, there is something that may not like/not be sufficiently developed and so on. Try, practice and learn from experience!And come learn to do even better than you could before this ;)
Selected options for preparing and testing their work: 1. <a href="https://fdp.hse.ru/ `_blank'> Pre-service training 2. <a href="https://design.hse.ru/summer-intensive"_blank"> Summer Intensions Come to Open Door Days, look at Our official pamphlet < <laq; Launch to close to
I think you’re ready to start your project!If you find this part randomly, leave it to the directors on other recommendations on game projects: General recommendations Recommendations on the design of the desktop game