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	<title>iCombat &#187; game</title>
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		<title>Game Design: How Do I Know I am Doing it Right?</title>
		<link>http://www.icombatgame.com/2009/02/18/game-design-how-do-i-know-i-am-doing-it-right/</link>
		<comments>http://www.icombatgame.com/2009/02/18/game-design-how-do-i-know-i-am-doing-it-right/#comments</comments>
		<pubDate>Wed, 18 Feb 2009 21:01:03 +0000</pubDate>
		<dc:creator>Miguel</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[Layout]]></category>
		<category><![CDATA[My experience]]></category>
		<category><![CDATA[Crayon Physics]]></category>
		<category><![CDATA[experience]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[graphics]]></category>

		<guid isPermaLink="false">http://www.icombatgame.com/?p=192</guid>
		<description><![CDATA[What I was wondering today is how much experience do you need other than the intuition behind knowing what you like when you see it.  Does it help to have proven game development experience or can your personal gaming experience be enough?  And if it can be do you need to be a fanatic to know what works best.]]></description>
			<content:encoded><![CDATA[<p>It occurred to me as I sat here going through dozens of game sound effects and game graphics that I don&#8217;t have the foggiest idea what I am doing.  Sure I have played plenty of games and have a clear vision of what this app should look like but beyond that, I have not read one book or one article about good game design.  I did stumble across The <a title="Tips for Game Designers" href="http://goldenboat.wordpress.com/2009/02/17/the-hummingbird-manifesto/" target="_self">Hummingbird Manifesto</a> but this is little more than a cheeky bit of pretty intuitive advice.  As my game development gets further along though I find that I have made dozens if not hundreds of decisions and all I am going off of is my past game play experience.</p>
<div id="attachment_199" class="wp-caption alignright" style="width: 310px"><img class="size-medium wp-image-199" title="pong" src="http://www.icombatgame.com/wp-content/uploads/2009/02/pong-300x224.gif" alt="Atari Pong Screenshot" width="300" height="224" /><p class="wp-caption-text">Atari Pong Screenshot            </p></div>
<p>I am fairly confident I have limited just how much I can screw this up by keeping the game simple and without too much of a plot as this seems to add another layer of design complexity. This is why I chose to do a game based off of some of the original gaming platforms: these focused on the quality of in game play rather than depth and variety of sound or visual effects (of course there was no choice back then).</p>
<p>After just building what we have, and you guys will get to be the judges of how well we have done soon, I can say I really respect professional game designers.  To have the vision to not only create a fully developed plot but then to fold in the complexity of quality sound and graphics really is a huge effort.  Especially when you are inventing a new theme or world from scratch.  No wonder game budgets are becoming so enormous like Spore&#8217;s <a title="Spore: Game of the Year" href="http://money.cnn.com/2008/02/12/technology/copeland_spore.fortune/index.htm">estimated</a> $35 million and there are tons of Bachelor&#8217;s degree programs for game development and design like this <a title="Full Sail Game Development" href="http://www.fullsail.com/game-development/overview.html">one</a>.<span id="more-192"></span></p>
<p>What I was wondering today is how much experience do you need other than the intuition behind knowing what you like when you see it?  I am not a gaming fanatic at all, I don&#8217;t own a single console or handheld gaming device and haven&#8217;t since the <a class="zem_slink" title="Sega Mega Drive" rel="wikipedia" href="http://en.wikipedia.org/wiki/Sega_Mega_Drive">Sega Genesis</a>!  I guess maybe the iPhone counts but I definitely didn&#8217;t buy it for the App store (purchased it a 4am after a night out in NYC on the day it launched &#8211; way before there was any talk at all of the App store).  I have played the Nintendo DS and it only interests me, as with all games at this point, if I can play with someone else.  The reason we are creating a 2 player version in our game is this: I only care about playing / creating a game for 2 players.  While I know that the XBOX live forum has mimicked this social interaction, for me I need to be in the same room with the person.  Trash talking just can&#8217;t be as much fun over a headset.</p>
<div id="attachment_197" class="wp-caption alignright" style="width: 310px"><img class="size-medium wp-image-197" title="crayon_shot_021" src="http://www.icombatgame.com/wp-content/uploads/2009/02/crayon_shot_021-300x225.jpg" alt="Crayon Physics Deluxe" width="300" height="225" /><p class="wp-caption-text">Crayon Physics Deluxe</p></div>
<p>So what do you think?  Do you think more formal game development training and experience is important for creating iPhone games or can designing a simple iPhone game work the first time by amateurs?  We have seen Trism and iShoot work very well but you could argue that these were copying general proven themes and thus were sticking to relying on what was already proven to work.  One example of a very unique game idea that <a title="Petri Purho's Story" href="http://kotaku.com/374064/you-just-won-igf-that-means">popped up</a> last year by an independent developer was <a class="zem_slink" title="Petri Purho" rel="wikipedia" href="http://en.wikipedia.org/wiki/Petri_Purho">Petri Purho</a>&#8217;s Crayon Physics (just came out on the iPhone).  If you have other good examples of other first time developers with truly original game design I would love to see them.</p>
<p><strong>Update:</strong> I found an interesting post <a href="http://appboxx.com/">here</a> talking about Gogogic&#8217;s initial design process for their games where they use flash to run through and explain the most common usage scenarios before coding.  A great approach for any kind of application design.   Also, if you have not seen the Photokast slides on product design they have 15 great tips from their experience <a href="http://www.icombatgame.com/2009/02/24/a-few-things-to-consider-before-creating-your-app/">here</a>.</p>
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		<title>Choosing an Application Idea</title>
		<link>http://www.icombatgame.com/2009/01/20/choosing-a-game-idea/</link>
		<comments>http://www.icombatgame.com/2009/01/20/choosing-a-game-idea/#comments</comments>
		<pubDate>Wed, 21 Jan 2009 00:24:24 +0000</pubDate>
		<dc:creator>Miguel</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[Layout]]></category>
		<category><![CDATA[combat]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[idea]]></category>
		<category><![CDATA[plan]]></category>
		<category><![CDATA[specs]]></category>

		<guid isPermaLink="false">http://icombat.wordpress.com/?p=3</guid>
		<description><![CDATA[Some advice and personal experience as to why I chose to develop a game for the iPhone.  ]]></description>
			<content:encoded><![CDATA[<p>I have had an idea for a while now to create a tank game that would utilize some of the new features of the <a class="zem_slink" title="iPhone" rel="homepage" href="http://www.apple.com/iphone">iPhone</a> such as the <a class="zem_slink" title="Accelerometer" rel="wikipedia" href="http://en.wikipedia.org/wiki/Accelerometer">accelerometer</a> and tap firing.  I had always been fairly certain that it would be a 2D game, as I assumed 3D costs would be much higher (I don&#8217;t actually think this is true at this point but I never did really check into it), and I wanted to replicate some of the playability of the games of my childhood without screwing up the game play with unnecessary gimmicky features.  My last console was the <a href="http://en.wikipedia.org/wiki/Sega_Genesis">Sega Genesis</a> and I had owned many of the preceding consoles from the 90&#8217;s and 80&#8217;s including the <a href="http://en.wikipedia.org/wiki/Nintendo_Entertainment_System">N.E.S.</a> and <a href="http://en.wikipedia.org/wiki/Atari_2600">Atari 2600</a> so I was used to simpler graphics, fewer keypad options, but much better <a class="zem_slink" title="Game design" rel="wikipedia" href="http://en.wikipedia.org/wiki/Game_design">game design</a>.</p>
<p>I decided to develop a basic tanks game that would leverage the 2 player via Wifi as well as accelerometer and tap features of the iPhone, but include little in the way of characters, story line, etc.</p>
<p><span id="more-158"></span></p>
<p>This stems from the assumptions that 1) I have no idea how to develop an interesting game narrative and 2) it is the playability and 2 player component that I think will have people signing up.   I decided to use the tank theme of the original Atari <a href="http://en.wikipedia.org/wiki/Atari_Combat">Combat</a> game that so many of us know so well as the inspiration behind my game.</p>
<div id="attachment_107" class="wp-caption alignright" style="width: 460px"><img class="size-full wp-image-107" title="Atari tank screenshot" src="http://icombat.files.wordpress.com/2009/01/atari-combat-screenshot4.png" alt="Atari Combat - Tank game" width="450" height="289" /><p class="wp-caption-text">Atari Combat - Tank game</p></div>
<p>For me, this was the first game that captured my imagination and got me obsessed with gaming as a boy.  If you recall, there were several playing modes all of which looked the same but had slightly different strategies but all were 2 player. The game was so addictive primarily because of this social component, so I hope to recreate that effect on players when my game launches on the iPhone app store.</p>
<dl class="wp-caption alignright"> </dl>
<p>Of course I had to make sure such a game had not been done, and while I found atleast 6 tank related games on the <a class="zem_slink" title="App Store" rel="homepage" href="http://www.apple.com/iphone/appstore/">App store</a>, I found none that used similar functionality nor tackled the 2D approach as well as I had wanted to.  Even in the <a class="zem_slink" title="Browser game" rel="wikipedia" href="http://en.wikipedia.org/wiki/Browser_game">flash games</a> world I had not found a version of this other than an exact replica of Combat, so I knew I had an idea that could be different enough from everything else out there.  Let&#8217;s hope it stays that way until well after game launch!!</p>
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