As you can see from the outline of this article below (that's the 'Making' section), this third article is mostly advice on how to make the parts of your game. The main point of it article is in section II, and after that I go from game aspect to game aspect, giving what advice I (and Harlock and Charbile) can give in each, with particular emphasis on graphics and gameplay, since most of your story should already be in your game's design document. There is also an emphasis near the end of links toward resources (programs, articles, etc., that are useful to a game designer).
Additionally, I've collected parts 1 and 2 (with some editing and rewording, especially in the case of part 1, which nearly doubled in size), and put them all together right here, in case there is a wish to read or re-read those. Together, they make up an article several hundred pages long. You can consider it a book-length article or you can consider it to be a collection of connected mini-articles. The page estimations are based on the text-format 53% rule: In my experience a book in text format has a '100kb of data for 53 average-sized pages' ratio. I measure only text, picture space is not counted toward the total. In any case, this page is the complete directory to most everything I've publically written on game design in the year 2001 (and a few days of 2002).
Pre-Planning
I. |
Deciding to Create a Game
-Introduction
-Considerations
-Implications of the First Consideration: What is a Good Game?
-Implications of the Second Consideration: How Much Time Will It Take?
-Implications of the Third Consideration: How Can You Get Better? |
page 1 |
Planning
Making
I. |
Making Introduction
-Introduction
-Words of Wariness
-Evil and Game Design |
page 97 |
II. |
Game Development as Picture Development |
page 105 |
III. |
An Outline of the 'What' of Your Game
-The Waterfall Approach
-The Spiderweb Approach |
page 111 |
IV. |
Graphics 1 - Introduction and Preparation to Graphics
-Graphics Introduction: Why use graphics?
-Graphics Programs
-Placeholder Graphics |
page 119 |
V. |
Graphics 2 - Map and Walkabout Visualization
-Maptiles
-Walkabouts
-More on Walkabouts |
page 125 |
VI. |
Graphics 3 - Battle Visualization
-Battle Backgrounds
-Hero Graphics (by Charbile)
-Enemy Graphics
-Weapon Graphics (by Harlock)
-Attack Animations |
page 135 |
VII. |
Graphics 4 - Miscellaneous Visualization
-Cutscenes & Title Screen
-FMV: Moving Cutscenes
-Font
-Functional Graphics
-Graphics Summary |
page 180 |
VIII. |
Putting in Story
-Story: Scenes
-Story: Non-Scenes
-Story: Plotscripting Scenes: Direction
-Story: Plotscripting Scenes: Alt+Enter |
page 190 |
IX. |
Gameplay 1 - Ability Improving Systems |
page 215 |
X. |
Gameplay 2 - Battle System & Battle Preparation System
-Battle Gameplay in General
-Battle Gameplay: Balancing Attacks
-Battle Gameplay: Balancing Attack Distribution
-Battle Gameplay: Items
-Battle Gameplay: Equipment
-Battle Gameplay: Weapons
-Battle Gameplay: Enemies
-Battle Gameplay: Enemy Formations |
page 221 |
XI. |
Gameplay 3 - Maps & Level Design
-Maps: Maps as Puzzles
-Maps: Safe Maps
-Maps: Danger Maps |
page 248 |
XII. |
Music
-Music in Games in General
-Music Programs
-Midi to Bam
-Making Music Tips & Tactics
-Ripping Music, and the Public Domain |
page 255 |
XIII. |
Finalities
-Tweaking & Perfecting
-Playtesting
-Copyright Laws
-User Documentation
-Pre-Release
-Reviews and Criticism |
page 261 |
XIV. |
References, Reading, and Resources |
page 267 |
XV. |
The Future of Game Design |
page 274 |
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