Mobile device game design planning and production skills

Source: Internet
Author: User
Some ideas related to the planning and design of mobile games are good and inspired to share with you. Tip 1:
First, you need to play other games. You can learn a lot from them. But please note that this is not for you to create a penguin photocopier, but for you to think about it, why are they successful?
Tip 2:
If your game's initial interface is very bad, or even confusing to mobile users, you should first play the game and spend more time designing menus, help, and interfaces.
Tip 3:
The screen must be clear enough! Many people will play your game on a small screen in the dark, so the color must be highlighted.
Tip 4:
If you launch a game on the iPad platform, we recommend that you set the resolution to 960x640. This not only allows the game to adapt to the iPad platform, but also facilitates resizing to adapt to devices with lower resolution.
Tip 5:
It is not necessary for the artist to spend too much time on the screen details, because it is invisible to small-screen mobile phones, and the stretching produced during screen running of different sizes will also make it very blurred.
Tip 6:
First create a simulated game image, and then put it in your iPhone or android to check the effect to see if the design is appropriate.
Tip 7:
Go to the art of Game Design: A Book of lenses written by Jesse Schell. This is my favorite game design book.
Tip 8:
Stay away from 3D Game Development (PS: The GM developed by the author is mainly intended for amateur developers or small teams. This will only waste your limited development time and effort, and won't make your game more popular.
Tip 9:
It is impossible for mentally retarded players to immerse themselves easily in the small screen of their mobile phones. Therefore, they must stick to the selling point of a unique original game.
Tip 10:
Please do not create a complex 3D world. The 2D world is actually complex enough (PS: core significance and 8th points ......).
Tip 11:
Sometimes it is necessary to build a role that is cute enough to give players enough motivation to help, raise, guide, or rescue her. You must know that the role of compassion is enormous.
Tip 12:
It is enough to use a few images to tell users the game synopsis, without expensive animations. In fact, people prefer to enter the game immediately.
Tip 13:
You can make a separate video to tell the game story and then upload it to a video website, which once made Angry Birds popular in a wide range. (PS: This article mainly looks at the sales target. Pay attention to "internal and external differences" and do not make any mistakes)
Tip 14:
Make a game that can tell people the background, basic settings, and game goals in 20 seconds. A game that is too complex cannot be accepted by users.
Tip 15:
A game or a level should be able to end in just a few minutes. People just pull out their mobile phones and want to get the satisfaction of a short-term outbreak, instead of fighting for it.
Tip 16:
If a certain level has to be compiled for a long time, it is very easy to pause the game so that the next time you continue, you do not have to tackle the problem repeatedly.
Tip 17:
Most people can only play mobile games for less than an hour, so don't put all the good ideas at the end of the game.
-- PS: The following two rows are quite meaningful. Although they are not tips, they are also useful --
We expect 120 undergraduate graduates to choose game development as their development direction this year at the University of utland, which means a large number of outstanding games will be available in the future, it also means that there will be a large number of newcomers waiting to compete with you in the future.
The game cave story was finally completed in five years. The first two years were game development, and the remaining three years were used to let people enjoy my game.
Tip 18:
Make sure that the first five minutes of your game are quite appetizing. If they do not like the beginning, they will immediately stop playing the game.
Tip 19:
Never use too many texts to tell stories. Although I have heard that female players actually like to have many texts in the game.
Tip 20:
The Operations and objectives of the game should be easy to understand, so that players who haven't touched the game for weeks can remember the gameplay and play it again.
Tip 21:
If you have prepared a separate tutorial in the game, think twice. What people need is to play while learning, instead of learning for a while.
Tip 22:
When designing a game operation method, you must first think about how players play with the game device. For example, it is difficult to hold a tablet in one hand.
Tip 23:
When a player needs to click or slide, it may work well in the portrait mode of the mobile phone, but changing to a tablet is not that easy.
Tip 24:
Do not force players to hold both hands on the tablet in horizontal mode. Do you think their hands will not be tired ?!
Tip 25:
Manual Screen Scrolling on a cell phone is very tiring. It is best to avoid screen scrolling; otherwise, it will be automatically performed (such as the srpg map mode of lgame ).
Tip 26:
People always like to draw on their mobile phones. Therefore, they are bold enough to design game interaction mechanisms that can be used.
Tip 27:
In your game, people should be able to enjoy operations, rather than competing with your operations. Even if they produce operation errors, most of them will only blame your game, not themselves.
Tip 28:
Gravity sensing is an interesting way to guide mobile games, but it is more difficult than touch in most cases, and it is easier for players to feel frustrated and use it with caution.
Tip 29:
When multiple game operating mechanisms (such as gravity sensing, buttons, slide, etc.) are allowed, try to make them equally difficult.
TIP 30:
Don't expect people to understand how your game works, but design the game according to their mindset. If you want them to act according to your logic, it can only stimulate these people to hate your game more.
Tip 31:
When a player dies, you should make the content of the subsequent game simpler, rather than harder. In other words, the player will not possess all advanced weapons after death, this will compromise people's original enthusiasm.
Tip 32:
Make sure that the player understands your score system. Why is there such a score? Be clear and intuitive.
Tip 33:
As a game designer, the primary task is to strike a balance between the player's ability and the difficulty of the game, and try to make the game adaptive to the user level.
Tip 34:
It is easier for gamers to control the difficulty of the game by keeping them in a step-by-step process.
Tip 35:
Set some places for gamers to breathe, such as the sky garden in the tier-one maze of the royal knights, which makes complex games easy for the time being.
Tip 36:
Do not add too many novel settings to your game at a time, which is not conducive to people's understanding of the game and quick investment in the game.
Tip 37:
If a player dies in the game, you should try your best to convince him that this is entirely caused by his own mistakes, not luck or game cheating.
Tip 38:
What other good ideas do you have? Design some distinctive game scenarios, such as pencils, glasses, tables, grass, dust, hair, etc ......
Tip 39:
With Gamemaker, use its HTML5 tool to expand your game field, from http://ow.ly/6D4RX (website address), I guess you can see a future trend. (PS: This is an advertisement by the author)
Tip 40:
Think about the layout of your buttons. The most important thing is that they should allow users to easily control the game.
Tip 41:
Players will always use the controller you provide in unexpected ways. For example, some mentally handicapped players will repeatedly slide between the two buttons you provide to try to trigger events, but they never thought of clicking them.
Tip 42:
Pay attention to the game reward mechanisms you provide, such as gold coins, life, intelligence, and increased prestige. They should not only change the value, but also generate actual effects and special effects.
Tip 43:
The design should serve the Marketing Institute. If your game cannot be sold out, no matter how well you boast the game design, it is useless-as long as you do business development.

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