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Getting the gameplay


working
Ahmad
fairuzabadi
0 Game VS film
1
0 The organic process
2
TABLE OF 0 Too much too soon
CONTENTS 3
0 Building the game
4
0 Designer VS programmer
5
SECTION 1

Game
development
Why is game Click icon to add picture

development so
unpredictable?, while
film production is so
predictable?
• Hollywood has been making movies for a
lot longer than the computer game
industry has been making games,

• Hollywood is making a much more


predictable product
6
Original games,
on the other hand,
are a totally new
animal every time.
Part of the problem
is the shifting technology targets, where
programmers must learn about new
consoles, operating systems, and 3D
accelerator cards for each project.
Only truly talented
designers have any hope of
predicting what is going to
be fun or not in a game,
and even the most experienced designers will tell you that they use a
lot of prototyping, experimentation, and general floundering around
until they come up with the gameplay they want.
whAT SHOULD WE DO
?
The closest thing game development has to a reliable system for developing an
original game is

to get some small part of the gameplay working first,


before moving ahead to build the rest of the game.
This may be called a prototype, a demo, a proof-of-concept, a level, or simply the
current build of the game.
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SECTION 2

The organic
process The Power of PowerPoint | 10
Usahakan proses pengembangannya
se-organik mungkin.

The organic Jangan merencanakan apa pun di luar


apa yang diperlukan pada tahap
process pengembangan itu.

Menambahkan terlalu banyak konten


ke permainan terlalu dini bisa sangat
SIA-sia
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Section 3

Too Much Too


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Too Much Too Soon

Kesalahan umum dalam game development adalah


membuat terlalu banyak asset (skrip, dokumen, level) di awal
pengembangan tanpa adanya protype.
Keep it Simple
 Keep on your FOCUS

Make the focus short enough that it can

!! easily be completely rewritten if your


game changes direction.
Keep it Simple !!
(tips)
"Tidak perlu tim besar untuk membuat gameplay awal bekerja. memang tim
sebesar itu hanya akan menghalangi Anda saat Anda mencoba bereksperimen
dengan bagaimana gameplay akan bekerja.“

“In some ways, if at all possible, it may make sense to self-fund the project until
you have a fully functional prototype.”

“a playable demo will make the game easier to sell to a publisher or a green-light
committee.”
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Section 4

Building the
The Power of PowerPoint | 16
The best way
to build your
game is
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incrementally.
 cobalah untuk menyelesaikan satu sistem
sebelum pindah ke yang berikutnya.

 Bekerja pada sistem yang paling mendasar


dan esensial terlebih dahulu, dan kemudian
membangun sistem yang bergantung pada
sistem itu.
 It can often lead to disaster when you have a
number of programmers concurrently working
on coding up a variety of systems that work
together.

How ?
 If one system has to change, other systems
may need to be radically reworked.

Better to build a solid


foundation before trying to build
on top of it.
 It is important for your programming team to
be constantly focused on the big picture of
making the game playable and fun.
Core Technology
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Pastikan bahwa tidak mengherankan


teknologi yang akan bahwa game dengan
desain terbaik seringkali
diggunakan memiliki
adalah game yang tidak
fungsi yang cukup menggunakan teknologi
untuk kebutuhan paling mutakhir yang
gameplay tersedia saat dirilis.
Incremental steps
"Cobalah untuk memecah desain game menjadi tugas
paling mendasar yang perlu diselesaikan. Selanjutnya
tugas yang dibangun diatasnya."
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A Fully
Functional Area
“You may think you have all of the components
of your gameplay functional,

but once you actually try to make an entire


area playable you will quickly discover what
you forgot to implement or failed to anticipate.”
Concentrate on getting this one level as

A Fully
close to a final state as possible before moving
on to the creation of other levels.

Functional Once you are done with this level, it

Area will no longer be the best you can do; you will
have learned a lot, and subsequent levels you
create will be better planned from the
beginning
 Something you must be conscious of as you are
building the first fully playable section of your game is

how difficult the game is to play.

A Fully  Bring in some

play the game.


friends or coworkers and have them

Functional  It is much simpler to make a game harder than

Area to make it easier.

 If you find that your game is turning out to be harder to


play than you had hoped, now is the time to alter the
game design in order to make the game easier to play,
before it is too late.
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Going Through Changes


“A big part of the organic process of game design is being able to
throw away your own work and, potentially, that of the rest of
your team.
This includes art, code, levels, and even general design itself; all
of the game’s content may need to change as your gameplay
evolves.”
Going Through Changes
A particular asset may not be flawed in and of itself, but if it does not get properly with the
way the gameplay is working out, you may need to abandon that asset and start from scratch.

Once a designer decides that the game’s direction needs to change, all of the assets of the
game must be assessed to see if they can fit with that new direction.
If they cannot, they must be reworked or remade.
Going Through Changes
“Thus I can say from my own experience that
sometimes the first step in fixing the problems
with your game design is admitting that you
have a problem.”
First impressions are very important,
especially in game design. Always try
toremember how you first felt when you played a
level or tried to pull off a particular move. Was it too

Going hard or too easy? Was it intuitive or confusing?

Through Playtesting is an essential tool for revealing the


weaknesses in the game design that the

Changes development team has grown accustomed to.

 However, before you get to the playtesting stage, try


to always remember your first impression of a
particular aspect of the game.
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Section 5

Designer vs
programmer
28
Designer vs programmer
• Seorang desainer yang tidak memprogram
dipaksa untuk terlebih dahulu
mengomunikasikan idenya untuk gameplay
kepada programmer dan berharap bahwa
desain dipahami.

• Karena desain gim merupakan proses


berulang dan eksperimental, harus ada
lingkaran umpan balik yang konstan antara
perancang dan pemrogram.

• Seringkali seorang desainer yang bukan


programmer atau yang tidak paham
teknologi akan menyarankan gameplay yang
sangat sulit untuk diterapkan di mesin.
"Sangat penting bagi Anda memiliki
programmer utama dengan selera permainan
yang baik, seseorang yang pendapatnya dapat
Anda percayai."

The Power of PowerPoint | 30


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Programmi  Programmer bahkan dapat berpura-pura bahwa permintaan desainer sangat sulit atau
sebenarnya tidak mungkin untuk diterapkan.

ng  Seorang desainer yang tidak dapat memprogram akan terikat pada bakat dan
kecenderungan programmernya, yang dapat membuat frustasi selamanya.
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So..
Communicat
e well!!

The Power of PowerPoint | thepopp.com 32


programming
proses ini sangat
it is worth learning
disederhanakan jika
to program if you
perancang dan
want to be a
programmer adalah
designer.
orang yang sama
Thank you
guys...

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