10.12.2012 Views

Level Up.pdf

Level Up.pdf

Level Up.pdf

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

<strong>Level</strong> 4’s Universal Truths and Clever Ideas<br />

81<br />

Brain or Subversion to store documents on a drive that is backed up<br />

regularly. Don ’ t keep the contents of the game in your head. Write those<br />

things down. Make sure you have some system of filing so you can find<br />

your work too!<br />

• Stay organized. When creating files and documents, use naming<br />

conventions that humans can understand. For example, if you have a<br />

forest level, then make sure the word “ forest ” or at least the letter “ f ” is<br />

part of the name. I find that using the “ European ” method of dating a<br />

document (DAY, MONTH in text, YEAR; for example 27 JUL 09) is a lot<br />

easier to decipher, especially when multiple documents exist. Naming<br />

files by date is helpful, especially when your project spans longer than<br />

a single calendar year. Make sure you use consistent naming of<br />

everything in your game.<br />

• Be prepared. Eventually, you will need ways for others to get around<br />

your game. Have your game include level skips, a flexible cheat camera<br />

so others can take screenshots of your gameplay and cheat codes that<br />

enable invulnerability, grant power- ups and money, and so on. Talk to<br />

your publishing/marketing partners about their needs early on in the<br />

development of your game. Sometimes they will want additional content<br />

like extra levels, costumes, bonus materials to market and sell the<br />

game. Be prepared to create this material; don ’ t leave it until the last<br />

minute of production. Be aware that you may have to make a demo of<br />

your game. Think about what you would want to have in your game<br />

demo to show it off in its best possible light. Earmark potential content<br />

such as specific levels or experiences that may be used for a demo later<br />

down the line.<br />

Arm yourself with this advice, and I guarantee you, your project will go a lot<br />

smoother in the long run.<br />

Now that we have some good habits and documentation examples, let ’ s dig<br />

into and talk about one of the pillars of game design, something I call the<br />

Three Cs.<br />

<strong>Level</strong> 4 ’ s Universal Truths and Clever Ideas:<br />

• A game is like chili: it needs the right recipe, tools,<br />

ingredients, and time to come out right.<br />

• A game design document should be just long enough to<br />

describe the action in a game.

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!