Crazy fried Golden Flower app project design process

Source: Internet
Author: User

Objective

After each member of the team's efforts, crazy fried golden Flower project to a smooth end, here to do a share of experience, hope that our intentions, so that more players like this game.

I. "Introduction to the project"

Crazy Fried Gold is an application of UC self-research platform-nine tour chess Hall of a leisure class chess and card games. HTM5 technology has been developed and applied to the Android system.

Two. "Project Process"

A complete project flow is the key to ensuring a successful project. Below will be according to the sequence of the process, specifically the fried gold project design work done, problems encountered and the solution.

1. Project Stage

Compared to the late implementation and optimization, the preparatory work is particularly important. Full preparation is more conducive to designers to grasp the overall positioning and style of the game, but also to the subsequent work of the expansion of more smoothly. At the beginning of the project, the team members communicated through many meetings. In addition to hands-on experience of the game process of gold, through discussion, but also clear the product expectations, and some want to achieve the effect of technical evaluation and better program discussion. In the direction of the goal is gradually clear, we will begin to collect information, including various versions of the experience of chess games, Android user's operating habits and the characteristics of the hall itself.

2. Game positioning

First, according to the needs of the project to refine keywords, as a basis for purposeful collection of information and integration.

Then carries on the similar competition product analysis, the arrangement design idea.

Then collect some atmosphere-related pictures and pattern materials, for the following sketch for reference.

A faster and more effective way is to use the information gathered to put together a game screen, so as to communicate to ensure that everyone is thinking at a point. At this stage with a lot of sketches to try and communicate, here is not to elaborate.

3. Technical difficulties

In order to let the player have a more real and good game experience, from the licensing, chips thrown back, compared to the card, countdown and other parts, have undergone a large number of experiments and thinking.

As above, the fourth countdown effect in addition to the visual more than the top three, in the technical also to us a higher request. By processing the spot and path separately, the effect is accurate in each player's avatar frame, considering that the cell phone's resources are very limited, but also through a variety of compression tools to minimize the picture.

4. Style determination

After a variety of attempts, adjustments, optimization, the final plan of crazy Fried gold is finally finalized. Sexy Beauty, gorgeous exquisite game screen.

Above is a screenshot of the game.

Each shape of the icon, each metal flash has been carefully elaborated and designed.

5. Research and development phase

Think the design is over and give the map to research and development? NoNoNo, comrades, we have a long way to go! In order to achieve the desired effect exactly, it is necessary to follow up the game progress at all times! When you find a bit of bias (for example, 1 pixels low 1 pixels ...). Obsessive-Compulsive Disorder has wood ... Or the effect did not meet the expected situation ... You know, change it!

6. Test release

Until the release, designers have to run between research and development, products, testing, we have only one goal-to their own game, so that players have a better gaming experience.

Three. "Project Summary"

1. Information synchronization, close communication. As a game designer, and other members of the project communication is essential, in addition to clear their own needs, so that the project in strict accordance with the process, more importantly, the whole game of the interactive logic more reasonable perfect.

2. Take the project to the end. Prior to the collection of data to draw design draft and so naturally needless to say, more important is the follow-up of the project and listen to player feedback. By constantly accumulating these experiences, our game can be done better.

Four. "Other"

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