[Game Design] game designers practice cheats Reading Notes 4 (for iOS intellectual games)

Source: Internet
Author: User
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Today, we will talk about the design of an intelligent game, mainly involving the maze type or the prediction type of puzzles.

I,Source

For the types of puzzles, I believe that the fans who have played the xianjian standalone series will certainly be able to understand that xianjian has many maze S, in many cases, the design of puzzles or maze games is only contained in the background of a large game. Few games are integrated into the maze. Of course, there are still games such as word puzzles and Sudoku. But dictionary.com gave more than a dozen explanations of puzzle, and the game is related to: "a kind of toys, problems, or other devices, the purpose of the design is to achieve happiness through intelligence or patience to solve the problem ".

[Note] at this point, I have come up with several similar game design themes that can be defined as a maze based on my thoughts. I designed a map of different object types, which can be a bucket, five fingers, and a leaf shape. The map contains an item that produces an electric shock, when a map is triggered, we can remind the user to select a map of the shape. When an item is exposed to an electric shock, people may have a chance to pass the customs or generate a group of zombie enemies around them.

II,Basic Features of puzzles

Talking about the general characteristics of our puzzle design can arouse players' interest. As follows:

Feature visibility: The rules and control methods designed by it must be easy to master.

Identifiable Mode: That is to say, the design idea of the puzzle must be clear, so that players can solve the game's mysteries step by step. Many of the items in the Maze are displayed in color or shape when we design them, for example, the golden key is used.

Player skill rewards: When a player breaks this maze, you must have a charming reward to balance the player's mentality, so that he will be interested in the next time he chooses to pass the maze.

III,Puzzle type

    • Riddle

This allows you to select riddle or provide clues to players.

    • Spatial Reasoning

Many 3D game puzzles can be implemented through spatial reasoning. For example, in Tetris, we can also allow the game's protagonists to fight and survive in a three-dimensional space, and set the puzzles.

    • Logic

Logical puzzles require players to extract more information from a set of given information to find the answer. These puzzles are most often found in puzzle magazines and adventure games, but they can also be used as challenges in other types of games.

    • Exploration

It is generally understood as an exploration of the environment, such as finding someone in a certain place and finding a chest in a certain level. I think this can be designed to either allow the user to choose to kill the blame or choose to pass through the maze level.

    • Item usage

This involves the use of items, players must get along with the items to be used and the order of use in order to win a challenge.

Iv. Summary

In designing a game, puzzles are one of the most difficult tasks to do, because they are too difficult for a player and may be too easy for the other. If you confirm that one is too easy or too difficult, you can try the following methods to keep things in balance.

    • Add more or remove clues
    • Allow multiple answers
    • Add Time Limit
    • Dynamic difficulty Adjustment

 

Today I will talk about the design of the maze. Sometimes I will talk about other things in the future. However, the design of the puzzle type is difficult for the game design, and the design is good, poor design may lead to failure. We hope you will adopt it with caution.

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