Some confusion from monday:
Many of you began asking me questions about the "inventing mechanics" class project towards the end of class on monday. The main question I was getting asked was "what elements are supposed to be included in the game I design?" When you design the game for that project you need to think about designing it around a core mechanic. If you pick a core mechanic like "racing" you should make sure you have an avatar and enemies that move in a racing style. You also would want to make sure your layout is platform and there are multiple horizontal screens to race through. If you pick a core mechanic like "jumping" you should have an avatar and enemies that do a lot of jumping. You also want to pick a layout that promotes jumping like a vertical platforming game with multiple screens. In other words, make sure you really design that game carefully around an action, and make everything within the game work with that action. What core mechanic will you pick for your game? Check out this list for ideas: Racing, collecting, jumping, exploring, avoiding, crashing, diving, walking, talking, falling, flying, teleporting, guessing, solving, running, navigating, eating, competing, saving, battling, etc.
0 Comments
Leave a Reply. |
AuthorMr. Griswold is pretty cool. Yes he is. Archives
August 2013
Categories |