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  1. Taking advantage of potential in your design
  2. Do you practice top-down or bottom-up game design?
  3. Orbs - Game Design [warning: very long post!]
  4. Possible game ideas
  5. Online game and player movement
  6. The hottest games that people want to buy right now are...
  7. Fantasy themed Scorched Earth
  8. Should I complete my game? - I'm not sure if it'll sell :(
  9. Publicity
  10. Would this game idea 'work' as a casual game ...
  11. Reward issues
  12. Music Scores?
  13. a random thought... [musical-rhythm typing game]
  14. Cooperative Control
  15. Sim Games
  16. Placing a strategic focus on player position
  17. Moving on from match-3 mechanics
  18. stereo pictures for games?
  19. Games involving non-animated characters
  20. Madlib dictionary
  21. Graphics and the game industry
  22. Why I'm so down on match-3's et al
  23. Design Dilemma
  24. The hardest game in the world.
  25. Game with sense of touch
  26. Rapid game design ideas
  27. Most Hated Game Feature(s)
  28. Procedural game design
  29. Most inaccessible game
  30. Design document for my game
  31. Bad Jobs
  32. Top Down Controls
  33. making my game fun
  34. A History of Matching Tile Games
  35. Decision points
  36. Non-Everyday Game Ideas
  37. Choosing between two options for storytelling and character development in a game
  38. Inspiration For Puzzle Design
  39. Allow saving mid-level?
  40. Space shooter - on rails or 360 degree freedom?
  41. minimalist art - a viable style?
  42. Looking for feedback
  43. Theme ideas for a puzzle game
  44. Game graphics styles?
  45. Best web mini games...
  46. Browser-based games: What makes them fun? (eg. looking for a new idea...)
  47. Tile based puzzles with 3D graphics?
  48. Ridiculous Power-Ups
  49. Cross Genres: Are They Even Worth It?
  50. Squad Control
  51. Lefty mouse button
  52. Customizable protagonist or not?
  53. do you have an ideas file?
  54. The Big One That Got Away
  55. One line designs from your ideas file...
  56. Options Screen is Ok
  57. Epics
  58. King Of Dragon Pass fans would recommend...?
  59. Picking a Player
  60. Casual/Indie borderline.
  61. Do simple games sell?
  62. How about 3D Action Fighting game ?
  63. Text adventures
  64. how long are your design documents?
  65. adventure games that solved the brick wall problem?
  66. Sokoban puzzles?
  67. Good Online Games?
  68. Different game mechanic for an RPG - your opinion?
  69. Celtz - A design program I found
  70. games like Thief?
  71. games like Dungeon Keeper?
  72. Game "Cheating" to help bad players...
  73. tedious 3d city builder UI
  74. Arbitrary rules used to create a challenge
  75. Designing games that enrich the life
  76. Tank Combat Design - AI Thoughts
  77. Realistic game design approaches for Indie games
  78. Inspirational game concepts - where?
  79. something like Indiana Jones Desktop Adventures
  80. Differentiation - Middle gen?
  81. Majesty - Anyone hear of it?
  82. rpg/adventure for kids?
  83. What would make you "live" in a game space?
  84. ModCenter: Essential tools for today’s game developer.
  85. Gamasutura : Innovation in Casual Games
  86. Does your culture affect your game design?
  87. demo crippling
  88. Casual game - how long should it be?
  89. A better way?
  90. Selling remakes. Good or bad?
  91. Name of your game important?
  92. Designing the Joystick Johnny Interface
  93. Game suggestions for 8 players?
  94. Action game for portals?
  95. User-friendly IP addresses
  96. Favorite prototyping environment?
  97. EA's SnapCity - Thoughts?
  98. How short is too short?
  99. GDC: Multiplayer game design tips from Blizzard
  100. Using of Microphone
  101. Minigames out of style?
  102. Early screenshot
  103. Using of Sensor Panels
  104. Random names by nationality
  105. What type of Game are you designing.
  106. Platformer Question
  107. Do you think certain genre games won't [Work in the casual space?]
  108. Bitmap Fonts (Editors, fx, etc)
  109. Blood (red particles) in games?
  110. How complex does a character need to be to elicit emotion?
  111. Help me to make a choice regarding game setting
  112. Basically, all games are just a group of situations
  113. Town Simulation
  114. Level editors
  115. Your game Design
  116. approachable books on game theory.
  117. Level Design Issues (Or: HELP! I need people who have an imagination)
  118. Competition in sim-style games
  119. windowed or fullscreen for casual games?
  120. What makes you confident and charismatic
  121. Using flex+air for "serious" game
  122. A Design Quandary
  123. Beyond the zone
  124. Anyone recommend a writer?
  125. High score table
  126. free idea - School Elections
  127. User Interface Design problem
  128. Share your design documents?
  129. Saying Hello In Restaurants
  130. Strategy vs. Progression
  131. Developing a consistent style
  132. Multiple solutions vs. unique solution
  133. Ai based design
  134. Mini Games - When are they played?
  135. Women, casual games, and lessons.
  136. Braid. So much for art...
  137. Mind of a Casual Gamer
  138. Does "The Dead Zone" apply to video games?
  139. VS Fighter
  140. Collecting Flowers!
  141. Nature of magic in games / food for thought
  142. Basic inventory systems
  143. physics action game with weird premise
  144. Ho, Wtf? [hidden object games]
  145. Atmosphere, creating more - help?
  146. Adventure Game Design n00b... please help!
  147. What are you currently working on?
  148. Balancing Score and Time Bonus
  149. Not Gangsters
  150. soundtrack for a gametrailer
  151. Highscore list questions
  152. A pet game's world.
  153. How much music is enough?
  154. As far as a storyline goes...
  155. Brief summation of casual essence by PopCap designer
  156. Are there any online communities for digital storytellers?
  157. ok... What does "Casual" mean again?
  158. The Law of Five
  159. Where should the "Credits" button go?
  160. Fallout-like games
  161. Co-operation with an AI
  162. You Got an Idea? Please Help!!
  163. Features...
  164. World of Goo design tour
  165. Fullscreen/Windowed toggling?
  166. Tricks for balancing strategy games
  167. Hidden object games without puzzles
  168. Platformer and HO genre in one game?
  169. Question about load screen?
  170. Steampunk Reference Material
  171. Peggle - is it any good?
  172. Gangster Economy
  173. Game Mechanic - Need Advice
  174. Realism too distracting?
  175. "God" game themes
  176. Analysis of sidescrolling platformers?
  177. Punishment in games - AKA new Prince of Persia
  178. Replenish powerups when you die
  179. Putting design into action
  180. Do you think story is that important to sidescroller puzzle-platformers?
  181. Game Design Patterns
  182. Asset Disclosure in Platformers
  183. PopCap cloned my game....
  184. What is a game?
  185. Spelunky
  186. Jonathon Blow Quote [...no interaction and all story...]
  187. Quick Opinion Please - Adventure Game Inquiry
  188. Please define Game Polish
  189. New article on Innovation and Storytelling
  190. hiding the numbers
  191. How would YOU make Car Wars into a video game?
  192. Keyboard controls are a death sentence
  193. emotional simulation games
  194. Online Community of Data Files for kids
  195. does anyone know of a good website on how to draw in eight bit?
  196. Folder / file Selection screen for kids?
  197. legalities of adding known characters
  198. Deviant behaviours - please help
  199. help! : looking for a free game creator
  200. Turn based board game?
  201. Indie game document?
  202. Observation on AAA games I played recently
  203. Help identify a game please!
  204. Action/RPG Camera Decisions
  205. Maths Query: Combinations
  206. sidescrolling platformer with mouse-only control option: is it possible?
  207. Enlightening article about J.G. Ballard and game design
  208. Should I use levels or continuous game play?
  209. Some challenges of designing an RTS set in space.
  210. What made those old, 2D platformers so great?
  211. If This Is Not You, Click Here...
  212. Art of Game Design - A Book of Lenses
  213. Episodic SP/Free MP Business Strategy
  214. Voiceover style?
  215. Co-Op Games?
  216. Using Gravity...
  217. Games and addiction
  218. Designing Emergent AI
  219. Game AI resources and uses
  220. Examples of truly original casual games?
  221. Good sources of public domain IP?
  222. Flow State: keep your players "in the zone"
  223. Into the night
  224. Galatea on Rock, Paper, Shotgun
  225. Database or text file?
  226. The longevity of characters
  227. Visual novel adventure style games
  228. Cryptopixel
  229. CD Keys
  230. Box Art (XBLIG) - Successes/Failures/Learnings?
  231. Self-regulation of a mini economy
  232. Popularity of 2D vs 3D games?
  233. "Halting State" and future MMO design
  234. Hello! / Evolution of a Casual Game
  235. How to write the plot for your game?
  236. Voices/speech in casual games
  237. Narrative choice: god game, or scientific experiment?
  238. kids game or action game
  239. How the West was Won
  240. rules of addictive games
  241. Good Weapons for a Scorched Earth Clone
  242. Looking for a easy to use level editor
  243. Trial version buy button: Where is the best place?
  244. Multi-selection for brain insertion.
  245. Do we even need an arcade mode?
  246. Game development even easier with Kodu?
  247. favorite retro games
  248. Game Design Tutorial Video: From Seconds to Hours of Gameplay
  249. ways to communicate story
  250. Rapid prototyping for games design