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游戲策劃01-wenkub.com

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【正文】 2023年 2月 下午 12時(shí) 0分 :00February 1, 2023 ? 1業(yè)余生活要有意義,不要越軌。 12:00:5312:00:5312:00Wednesday, February 1, 2023 ? 1知人者智,自知者明。 下午 12時(shí) 0分 53秒 下午 12時(shí) 0分 12:00: ? 楊柳散和風(fēng),青山澹吾慮。 2023年 2月 1日星期三 下午 12時(shí) 0分 53秒 12:00: ? 1楚塞三湘接,荊門九派通。 12:00:5312:00:5312:002/1/2023 12:00:53 PM ? 1成功就是日復(fù)一日那一點(diǎn)點(diǎn)小小努力的積累。 2023年 2月 下午 12時(shí) 0分 :00February 1, 2023 ? 1行動(dòng)出成果,工作出財(cái)富。 12:00:5312:00:5312:00Wednesday, February 1, 2023 ? 1乍見翻疑夢(mèng),相悲各問年。 also good way to think through your game and introduce it to the team members ? should include demo artwork and a solid gameplay treatment Step 4: Software Prototype(s) ? creating rough puter models of the core gameplay ?Digital prototyping is discussed in Chapter 8 ? Playtest the software prototype(s) using the process described in Chapter 9 ? When the software prototype(s) demonstrate working gameplay that achieves your player experience goals, move on to the documentation step Step 5: Design Documentation ? While you have been prototyping and working on your gameplay, you have probably been piling notes and ideas for the “ real” game. ? Use the knowledge you’ ve gained during this prototyping stage to write the first draft of a document that outlines every aspect of the game and how it functions. ? This document is usually called the design document, but recently, many designers have moved away from static documents toward online design wikis because of their ? exible, collaborative nature. ? A design wiki is a great collaboration tool and living document that changes and grows with the production. Step 6: Production ? Work with all of the team members to make sure each aspect of the design is achievable and correctly described in the design document. ? When an initial draft of the design document is pleted, move on to production. ? Production is the time to staff up and begin the creation of the real artwork and programming. ? Don’ t lose sight of the playcentric process during production— test your artwork, gameplay, characters, etc., as you move along. ? As you continue to perform iterative cycles throughout the productionphase, the problems you find and the changes you make should get smaller and smaller. ? solved your major issues during the prototyping phases Step 7: Quality Assurance ? By the time the project is ready for quality assurance testing, you should be very sure that your gameplay is solid. There can still be some issues, so continue playtesting with an eye to usability ? Now is the time to make sure your game is accessible to your entire target audience. player feedback ? the playcentric approach involves player feedback throughout the production process ?lots of prototyping and playtesting at every stage of your game’ s development Prototypes and Playtesting in the Industry ? The problem is that the software coding has menced before anyone has a true sense for the game mechanics ? possible because many games are simply variations on standard game mechanics ? Taking risks and spending a lot of time and money creating new gameplay mechanics are difficult to reconcile with a bottom line ? needs to reach new markets ? Nintendo Wii and DS / iPhone ? Guitar Hero Unconventional players design an original game ? Difficult to design an original game if you skip the physical prototyping process Designing for Innovation ? next generation of game designers is going to have to be able to produce breakthroughs in player experience ? Innovation: ? Designing games with unique play mechanics thinking beyond existing genres of play ? Appealing to new players— people who have different tastes and skills than hardcore gamers ? Trying to solve difficult problems in game design ? Asking difficult questions about what games are, what they can be, and what their impact is on us individually and culturally difficult probl
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