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  1. Motivating and rewarding players (designing beyond the core play mechanic)
  2. The holy grail of game design
  3. Cheats
  4. How to set up XP for character levels?
  5. Gamasutra story article summary
  6. Breaking Down the Design : Arkanoid
  7. mouseover and click sounds
  8. Looking For A Casual Game Design Article
  9. A rod for our own back?
  10. Scoring
  11. problem with match 3 game
  12. Planning a level.
  13. Games (designs) you'd like to see
  14. Emotions list
  15. The state of RPGs
  16. rpg story design tools and tricks?
  17. From table top into computer environment...
  18. Dogmas as art in games
  19. Games In Depth: Diablo II
  20. Frame Rates
  21. "High score" games?
  22. Learning C++ by playing...?!
  23. Zeldaism: picking zelda apart
  24. Games In Depth: Civilization III
  25. How many levels should I have?
  26. Testing
  27. The 400 Project
  28. "Alter Ego" clone... do you remember it?
  29. Punish the players!!!
  30. Shooting games score summary, necessary?
  31. Things to consider in casual game designing
  32. Dynamic difficulty adjustment
  33. Bonus levels
  34. When starting out
  35. Design Tips For An RPG
  36. Timed levels.
  37. favorite 2d plataformer concept?
  38. Psychological effects on Casual Gamers!!
  39. Game Ideas
  40. how much to walk away from an idea?
  41. Tutorials -- advice??
  42. Must Indie Game Developers make Casual Games?
  43. 2D versus 3D (pros and cons)
  44. Top-Down Shooter Research
  45. Mouse control, is it really necessary ?
  46. BlackThorne genre any good?
  47. Design Suggestions For My RPG
  48. What kind of people buy indie games?
  49. what type of games tend to sell more easily?
  50. Carnegie-Mellon Discovers Game Design
  51. Effective Browser-Playable Design
  52. Multiplayer and Singleplayer COLLISION!
  53. car racing indie games - factors of success
  54. concept art
  55. Level Design Help
  56. Indie game innovation?
  57. UI inspiration
  58. Games that "Learn"
  59. mouse and keyboard simultaneously?
  60. You know you're onto a good idea when...
  61. puzzle swap idea
  62. A goal: Yes or No?
  63. scroll backround in shmup
  64. Electronic Arts! THIEVING from one of US!
  65. Arena Ideas
  66. Player Profiles
  67. Cel-Shading
  68. Music track lenght
  69. More levels in Titan Attacks or not?
  70. Enchanted Lands Resort - ideas...
  71. The side-scroller: Outdated or underused?
  72. Enchanted Lands again...
  73. Free play timer
  74. Puzzle/Match3 Gameplay question
  75. Interface and the Mouse
  76. Right Mouse Button - OK for Casual?
  77. Dressing up a block manipulation game
  78. Resolution of choice, given memory requirements?
  79. Power-ups
  80. Grid Paper Generator
  81. Level variation - how important
  82. For those following my experiment...
  83. FREE, invaluable advice...!
  84. Tips for innovative games?
  85. 3D Level designing
  86. Game Difficulty - Trials?
  87. Design feedback based on screenshot
  88. quick save reduce longetivity?
  89. Lumines as thematic reference point
  90. Looking for some info [game design schools]
  91. Mouse Control can destroy gameplay balance
  92. Hex-based match-3
  93. Escapist article: "I Will Survive"
  94. Theme design for match-3
  95. Is anybody making RTS games these days?
  96. Profiles
  97. Match 3 - difficulty progress
  98. casual racing games?
  99. matching games w/o story or elaborate theme
  100. Fantasy or SciFi?
  101. Is there a site where all of the known game play types are listed?
  102. Left mouse button/rotation
  103. What do you think of the "GROW" games?
  104. Viability of an 'Alien Shooter' clone
  105. Character Ages
  106. Background variation
  107. Death in the casual game
  108. opinions on theme idea for casual game
  109. To shoot or not?
  110. Philosophy of the Tutorial
  111. Board game collaborative design tool...
  112. Content Life
  113. Design Dilemma. Help!
  114. We're all wasting CPU cycles!
  115. Chapters and stages
  116. Casual vs Hardcore
  117. Cube Engine
  118. Innovation sales data
  119. Match-3 special tiles
  120. Match-3 Untimed - Yes or No?
  121. Hextic
  122. 3d chat game
  123. Indie Game Audio Manifesto and Discussion
  124. Raptisoft/Popcap: MAKE THIS GAME!!!
  125. Including real life locations in game?
  126. Do you remember this game?
  127. Changing the number of piece types
  128. Explosion Implementation
  129. Too many attributes to track with Match-3, suggestions?
  130. Is there room for Isaac Newton in a Space 4X game?
  131. Episodic Content?
  132. Game Creation Kits
  133. Use of 'moves' instead of time on Match-3's
  134. Can you use the names of real people/movies/tv shows?
  135. Meta-game design
  136. Level progression/restarts
  137. Use of 'Undo's
  138. Newton in a Space 4X game, take 2
  139. Difficulty levels
  140. My ebleet game idea... a.k.a. "Screwdriver"
  141. Approaches to interactive storytelling
  142. Fighting/music crossover
  143. Online play worth pursuing?
  144. Blatant vs Quiet unlocks
  145. 'Resign' button
  146. Board shapes and sizes(Match-3) design and difficulty measurement?
  147. Newtonian 4X Space Game, new movies
  148. Concept game ideas (which will probably never be made)
  149. Free help offered
  150. whats your favorite Action Sidescrollers (with Screen shot)
  151. Level flow and progression?
  152. Tavern with gambling as sub-game inside of a main game, player age problem
  153. Variety vs. Simplicity
  154. Chunky Pixels
  155. Original Games
  156. Mini Games (inside a larger game)
  157. tutorials - to force or not to force
  158. Tell us about your flops
  159. Tell us about your Best Easter Egg!
  160. Tell us about your best Bugs...!
  161. Casual game with a cute charactor
  162. Re-using graphics engine
  163. Reverse thrust?
  164. Space Nuts (and Bolts, plus new movies)
  165. Critique my combat prototype!
  166. Scaling games from multiplayer to MMO
  167. Far sight, short sight.
  168. Mutant Storm Reloaded
  169. Design completeness
  170. Games with Global High Scores
  171. Games that are female friendly
  172. Gamer's Greatest Fears
  173. Time completion of games
  174. Arcade Mode - a must-have?
  175. Difficulty and AI
  176. Using contractors to develop your games
  177. Funniest Game Ever?
  178. Platform game - allow starting from mid-game?
  179. Need some names?
  180. Does anyone go back and replay puzzles?
  181. losing your job
  182. Music - Tracks & Time
  183. Game design influenced by a dream?
  184. Platformer musings
  185. Voice Talent
  186. Chilling effect of external rules
  187. console style versus pc style menus..
  188. Combining action with puzzles/learning
  189. Web based RP games
  190. Difficulty levels, as unlockable goodies?
  191. A rant against 3D platformers!
  192. Bizarre Creations call for more originality amongst indies
  193. Original game designs list
  194. renaming HouseFlip!
  195. Kudos design post mortem
  196. The Tyranny Of Graphics
  197. Game Name
  198. Voiceover in casual games
  199. Which is better game play?
  200. Starship Component Placement Ideas
  201. Number of Animation Frames per Second
  202. Boss Levels?
  203. Skill Levels : Pro and Con
  204. Awfully quiet
  205. Name for 'Quest' mode
  206. Open enrollement for Gravity 101
  207. Interface opinions: keyboard and mouse, or just mouse?
  208. for brainiacs...solitaire algoritm?
  209. Auto-save vs manual savepoint
  210. Readable level/profile files, or not?
  211. Low power mode?
  212. Challenge & Casual Games
  213. The big boys and narrative casual games
  214. Multiplayer Casual RPG concepts...
  215. Limited Saved Game VS Checkpoints
  216. Understanding interactivity
  217. Coming up with a game logo
  218. Innovative casual meta-games
  219. Dialogue Tree/Graph Resources?
  220. Great sites for flash games
  221. The architecture of virtual cities
  222. "Help" or "Instructions"
  223. Options page settings stored in profile?
  224. In Game Scripting
  225. Deciding on an Artist
  226. How much music
  227. Weak vs. Strong Mechanics
  228. Allow language selection?
  229. Let's talk about controls
  230. design time
  231. Variations on match 3s
  232. Does anyone else design like this?
  233. What makes a good rpg story?
  234. Editable user data
  235. Best Times global or just within profile?
  236. High Score Cheating
  237. Prototyping – When to give up…
  238. Interesting idea for an RPG...
  239. Art asset list documents
  240. "Designing" a Game
  241. I see that cloning isnt dead :)
  242. Neat RPG Concept
  243. What makes an RPG and RPG?
  244. Design Challenge #1 - Single Key Game Design
  245. whats a mechanic that "works"?
  246. Meditative Games
  247. 'nother "reverse RPG" idea
  248. Match 3-color Zoo Keeper NDS
  249. Looking for resource management articles/writings
  250. Graphical Style: Pixels allowed?