Sunday 13 March 2022

5 Most Important Things For Your Game

 5 Most Important Things For Your Game

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So you decided to throw yourself into the world of game development, put together a team of powerful heroes to deal with all the big problems, and get ready to create the next best game in the industry ... trumping WoW, Guild Wars .. (gets the point). You’ve decided all your thoughts and put together some really sharp ideas for the story and you’re ready to go. But in the midst of all the planning, character ideas, holes, and demands - what are the most important aspects of your game that will determine whether a person enjoys it? Keep reading, and let me share with you what I think.


If you decide to go it cheap and risk the low bandwidth you are only fooling yourself. There is probably a lot of this that will stop you or help you on your way, and your order may be different from mine, but this is what I always hold as the most important. Next week we will reveal each aspect, and by the end of the week, we will conclude with a full article. For today we will start at the top, at number 5.


Number 5: Story




When you make your game, there is no better inspiration for features and functions, requirements and holes, than a well-developed and custom-designed storyline. Some may object to this statement, saying that the storyline is easily overshadowed and unnecessary if you have strong images that make your fingers bite, or if you fight so hard that you get out of the way behind your monitor. While these things contribute to an amazing game and can lead to great fun (actually, they are on the list too!), They cannot shut down the history of news shortages. The one thing most players crave, whether they realize it or not, is the strong story that leads them to take care of the game - it seduces you - and makes you feel like your uncontrollable dreams can happen in this place. The storyline can be so simple and straightforward when it is so flawless that it works like a crux of the whole game (EVE Online: Flying in the Sky, Blowing People in the Sky ...) and at the same time very rich and deep in theory (the complexities of the EVE story are great so much so that it binds even the basic ships and the basics) that it compels the players to write their own histories.


Storytelling not only helps players get involved in everything you have enslaved and worked for, but it helps you as an engineer in your entire journey. If you were smart, and from the beginning, you dreamed of a deep intoxicating history of your game preparation, you will always work for you throughout the development. It will provide clues as to what features want to be part of the game, what does not need to be included, and what does not fit or not fit. My professor of architecture once said, when talking about part of an architectural analysis that we can find out more about what we should be building on a building site by visiting the site, and “imagining an invisible building that wants to build. built ". This is true in architecture, and it is especially true in game development and dream story/game setting.


The story may be important, but is it more important than the fast-paced game setting that is so rich and healthy that you are tempted to stay forever? Well, maybe - as long as your 3d representation isn't tied to hundreds of thousands of evil or quad polygons. Why is Artwork so important in the world, anyway?


Number 4: Artwork



I have heard many times, many times that the artwork/models / 3d characters found in your game will not make or break things. I agree with this that it will not make or break the whole game, but the artwork and the visual/emotional models definitely help you on your way. Think of any movie you have ever seen where the sets were so stunning and amazing - one such example (though not as "recent") is the Lord of the Rings movies. Throughout the movies, rich and varied settings are plentiful, and they serve as an incredible feature. Was the movie "broken" by the less shocking scenes? Probably not, because in the case of the Lord of the Rings, there were many other amazing features. you can be seen in the gaming industry.I play games with the best pictures (EVE Online) and the other non-games (Dark Ages).



Additionally, your artwork can have a detrimental effect on your game mechanics. Many engineers consider an extremely important part of their 3d models - the poly count ... That is, the number of triangles (or * shiver * quad) your game has. Most of the free 3d models you can find online are good, but they are so amazing that to use them on a computer, the real-time location would not be wise because you usually try to attract as many systems as possible. Console systems have the luxury (a big part) of assuming that everyone is running in the playground. Those of us who develop computer games do not have this luxury. Suffice it to say, it is important to find the quality, content of the low poly game, and there is enough so that there is no reason for you to throw your game full of 10,000 poly range characters (many online companies limit their avatars, or characters, to about polys 2500-5000).


If you reduce your poly count to your 3d models, your environment will be smoother than a very wide range of computers ... in general. One thing to keep in mind throughout this process is how your engine handles polygons, as well as determining which type of poly you want to target characters and the world. In most cases, the top grain pollen is very acceptable, and the area (buildings, trees, etc.) is very low. Another aspect of the engine that should be kept in mind is whether the engine supports Level of Detail (LOD). LOD for those who do not know the system where the engine will use the lowest polytypes of the model when the player is remote, swapping out the model externally and externally to get high-quality versions as you approach it. To my knowledge, almost every existing engine supports LOD, but some like Active Worlds do not.


On the road, we go with Number 3: Music! Some may say (and argue) that online game music should be included in the "Artwork" category - while this may be true depending on how you look, music in the game is incredibly important * outside * your 3d. 3d models and characters so it finds its place.


Number 3: Music



In many ways music is the heart and soul of any space you can create in 3D - it is actually a sound strategy through which events take place, players win battles, return home, and so on. Music is an important tool used to set the mood in any setting, and without it your game will feel dead and as if something is missing. In many ways, music helps to express to the player a sense of place, enhances and emphasizes what is relevant to your player. Do you want them to feel sad, anxious, happy, and scared? Because hearing is one of our main senses (sight, smell, etc.), one might argue that it is equally powerful in connecting and creating memories. It should be one of your * highest goals * to make people remember your game - to make your game memorable is one of the tricks that make it fun and something people will tell their friends. Hearing, and the music in your game is one of the subtleties that play a big role in how the place * feels *. Think about how your favorite movie would sound without sound and music?


This highlights another important aspect that is a subset of music: sound effects. Although music is a key factor in giving your environment a certain feeling and health, the effects of sound are what make the environment visible and sound real. When the player is able to drop the rubbish and as a result feel the scratching of the aluminum and tin rolling on the concrete they stand on, the player has an increased sense of contact with the environment. Think of the impact that life can have on a player's life from walking on a rock, where his shoes might be trapped, to dust or mud, where the sound would change dramatically. making good games is about having knowledge of the small (but powerful) details that immerse your player.


Many freelance engineers may avoid paying close attention to game music because it can be difficult to find in people with a limited budget. While music can be expensive (okay, no fooling 'expensive) to customize, you can find great deals with free music that can be purchased online. In most cases these tracks are operational, and they are available with flexible licenses - either private or commercial studios. It is not uncommon to make an example, getting 5-6 tracks on an indie license for about $ 100.


GarageGames.com has great deals on music and audio effects - the sound effects that are available when you are a subscriber. You can access this page directly by visiting their content packages.


Gamedev.net also has great resources related to game music and offers a good list of sites containing stock and free royal music. Check it out here.


Over time it may be best to include in our catalog excellent music resources. See that later. In the meantime, let us know what you think about Music and Sound Effects within the games you've played, even if you think it works and is important for your game ... And if you don't agree, you can let us know, too!


Now that we've covered a lot of the flesh of your game (Story, Artwork, Music), we're going to make a little progress in game design and really define the skeletal structure of your game - the backbone, something in the end. keeps people coming back to your game every day. The story, art, and music are important elements that will make your game feel good, and make it less likely that people will stand in your neighborhood, and then look around and ask, "What's wrong?" But in the end, when it comes to improving your game, we are now moving on to what really matters. That brings us to today's site ...


Number 2: Game Flow



When it comes to game design in today's world there are three main types of flow that you can follow in the game. What exactly is the flow of the game? The flow of the game, or the structure of your game, is how players interact with it and story events, interests, missions, etc. It determines if players can go out and make the game what they want it to be, or if it is locked. get into the track that leads them into traps and their games. Ideally, the three types of flow are as follows: Sandbox, Roller-coaster, and a mixture of the two. In many cases, the way your game engages people, and how it forces them to participate in the environment and the continuity of the game will determine the types of players you are attracted to in your game.


The "normal" gameplay style or rather the most commonly used in the past has been that of the "Roller-coaster". This type of gameplay is just as the name implies - users start the game (ride) and lead carefully with the plot, the climax of the story, the traps, the exciting twists, and finally, the game ends with a chase for fun. This can also be compared to the information given in a book where there is a definite beginning and end. Many existing RPGs fall into this category, where your goals in the game are clearly defined (defeat the evil demons in the sea and save the beautiful girl), and although these games are very fun, in some ways the system does not. always work in multiplayer online role-playing games (MMORPGs) where you have hundreds, hundreds, even thousands of people participating. This does not mean that there are no MMOs out there (Guild Wars comes straight to mind), and this does not mean that MMORPGs that go the Roller-Coaster path are not as fun (as Guild Wars is). This means that in recent years people have begun to love a new kind of game where the options seem endless, and if instead of rescuing that beautiful girl from the evil demons of the sea, you want to go and be an innocent farmer. ... more power for you!


Install "Sandbox" games. In recent years there has been a lot of push in these sandboxes where people can do what they like. Similar to roller-coaster games, the name is similar to its real-life part, sandbox. The idea is that when you get into a game if you decide not to ignore the continuous and quiet story (remember our beautiful girl), you can do that without any significant consequences. This type of game is sometimes said to attract a lot of strong-style players, though I'm not sure I'm fully immersed in that philosophy. Many times I have found many regular players in sandbox-type games who just enjoy interacting with others, mining together, exploring, etc., without all the crazy time-honored pursuit of big story events. Many of these games can feature political and religious programs, as well as a variety of activities. From what I've seen though, these games tend to take longer than roller-coaster games, just because of the time you need to hide from your character to make your own way (and succeed in it). While many others do not agree with me here, I would say that EVE Online is classified as a sandbox, as most EVEs content, gameplay, and activities are created and promoted by the players themselves. GTA3 is also considered by many as a sandbox game. That in itself is an important point: in the sandboxes, you will often find a wealth of programs run by players themselves, such as organizations and teams - there is often a fortune in a game driven entirely by players who sell their own products.


Finally, we recently came to a point where some people are discussing ways to do what you might call a mixture between sandbox and roller-coaster games. I'll still have a good example of how this is done (or how someone works in one), and I've heard it talked about a little bit here and there. In what I am collecting though, there will be a few basic articles available at once, which give users a choice of how to proceed, and in a way that gives ample opportunity for players to deviate from their paths, while still allowing. to get back to the main story. Some may also classify this primarily as a sandbox, but I would argue that if at any given time there is a major reference from lectures, news lines, and content-driven by an engineer, you are starting to get the most out of roller-coaster material. If you have ever encountered what you might consider a good example of a hybrid sandbox roller-coaster, please let me know! If you have read any of the "Choose Your Own" style books that hit elementary and middle schools, you will understand what a sandbox roller-coaster mix can look like. Although the player has a choice (perhaps many options, many!), Things are ultimately "controlled" by the whole storyline while leaving space for player-created content. At the end of the day, all of that is easier said than done.


Ultimately, deciding which game system you use, or the "Game Flow" method you use will be important in improving your game. As a storyline, it will give you guidance and help you easily make decisions about whether a particular feature can fit into your game. Not only will it help you make decisions, but it will also help you shape your game. Coordination and determination are absolutely essential to the development of the game, and deciding on the flow of the game will help you at least in the control department;)


We have integrated the most important aspects of your game environment - from visual stimulation, with sounds that draw your travelers deeper into your game, to inspirational stories and game justice that help shape your players' characters. However, at the end of the day, there is one element that will bring everything home and determine if your game explodes with willing players or an empty city.


Number 1: Jobs, baby!



While friends in-game come and go, applications are released and beaten, items are revealed and later sung - at the end of the day the gaming community is not the same as the general community; we are a condemned group of people. We love to love the hot stuff, spells, houses, demands, but in the end, they become a thing of the past and stop entertaining the people who have been around your game for a long time. Many games falter because they do not see the need for new content, even if the content you already have is incredible. The average player can use your mid-game game in less than a month and if you plan on releasing a game with monthly subscriptions, or the need to keep players extended, that is bad news for you. Finally the solution for "What's next?" and "Why do people leave?" to fill your game with all nooks and crannies with important content and * things to do *. From this point of view, a lot of game dissatisfaction emerges which means that it is not only important to have a lot of activities in the game when it is first released but to track those activities with new things you can explore, discover, and participate in the months and years of game life.


Not only does giving and organizing activities in the early stages of your game design help create a game that will be fun to play, but it can also help promote other areas of your development. Events can inspire your story, and your story can help give you ideas for activities and new plot lines, for example. In many ways, this part of your game will help build and motivate the community within your game, which ultimately connects people and certain games: friends and community that can be left behind if you ever go.


Ideally, there are plenty of event and activity types you can create within your game. Some of them are international-style events involving almost everyone working in the area at the time. Examples of such events could be those related to real-world holidays such as Christmas, Halloween, etc. Often those times are in games where when nothing new happens, your game will lose real life in the fun phase. . People will choose to spend time doing things without playing your game, in that case. Now, while we at TGS value family time and everything, this is bad news for you. Create global events that match real-life events that will make the inside of your space this time fun, exciting, and give a holiday atmosphere to your players. There are also regular events, such as player selections and hunting teams that give your players something to do throughout the year. Prepare these activities and make them easily accessible to players so that these can be things they can easily participate in and enjoy.


There are countless numbers of events you can add to your game to make things more fun - we just added a very small number of them here. Perhaps in a recent post, we could create another article to encourage you a little bit in this section. We'll see! The important thing to remember when judging whether “jobs” are very important to you or not: an online game is the best if there are a lot of things you can do with others. If your game is for socializing, it will probably be quiet and empty, and let's face it - do we expect people to play (and pay for) free online games? Food for thought.




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