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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 The side-scroller: Outdated or underused?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. GameGame
  76. Interface and the Mouse
  77. something to keep in mind when you are designing your games
  78. Right Mouse Button - OK for Casual?
  79. Dressing up a block manipulation game
  80. Resolution of choice, given memory requirements?
  81. Power-ups
  82. [Discussion] Technological Advancement In A Virtual Game World
  83. Grid Paper Generator
  84. Level variation - how important
  85. For those following my experiment...
  86. FREE, invaluable advice...!
  87. Tips for innovative games?
  88. 3D Level designing
  89. Game Difficulty - Trials?
  90. Design feedback based on screenshot
  91. quick save reduce longetivity?
  92. Lumines as thematic reference point
  93. Looking for some info [game design schools]
  94. Mouse Control can destroy gameplay balance
  95. Hex-based match-3
  96. Escapist article: "I Will Survive"
  97. Theme design for match-3
  98. Is anybody making RTS games these days?
  99. Profiles
  100. Match 3 - difficulty progress
  101. casual racing games?
  102. matching games w/o story or elaborate theme
  103. Fantasy or SciFi?
  104. Is there a site where all of the known game play types are listed?
  105. Left mouse button/rotation
  106. What do you think of the "GROW" games?
  107. Viability of an 'Alien Shooter' clone
  108. Character Ages
  109. Background variation
  110. Death in the casual game
  111. opinions on theme idea for casual game
  112. To shoot or not?
  113. Philosophy of the Tutorial
  114. Board game collaborative design tool...
  115. Content Life
  116. Design Dilemma. Help!
  117. We're all wasting CPU cycles!
  118. Chapters and stages
  119. Casual vs Hardcore
  120. Cube Engine
  121. Innovation sales data
  122. Match-3 special tiles
  123. Match-3 Untimed - Yes or No?
  124. Hextic
  125. Making First Person Shooters More Fun - Game Design Survey
  126. 3d chat game
  127. Indie Game Audio Manifesto and Discussion
  128. Raptisoft/Popcap: MAKE THIS GAME!!!
  129. Including real life locations in game?
  130. Do you remember this game?
  131. Changing the number of piece types
  132. Hangman style puzzles with other mini-games
  133. Explosion Implementation
  134. Too many attributes to track with Match-3, suggestions?
  135. Is there room for Isaac Newton in a Space 4X game?
  136. Episodic Content?
  137. Game Creation Kits
  138. Use of 'moves' instead of time on Match-3's
  139. Can you use the names of real people/movies/tv shows?
  140. Meta-game design
  141. Level progression/restarts
  142. Use of 'Undo's
  143. Newton in a Space 4X game, take 2
  144. Difficulty levels
  145. My ebleet game idea... a.k.a. "Screwdriver"
  146. Approaches to interactive storytelling
  147. Fighting/music crossover
  148. Online play worth pursuing?
  149. Blatant vs Quiet unlocks
  150. 'Resign' button
  151. Board shapes and sizes(Match-3) design and difficulty measurement?
  152. Newtonian 4X Space Game, new movies
  153. Concept game ideas (which will probably never be made)
  154. Free help offered
  155. whats your favorite Action Sidescrollers (with Screen shot)
  156. Level flow and progression?
  157. Tavern with gambling as sub-game inside of a main game, player age problem
  158. Variety vs. Simplicity
  159. Chunky Pixels
  160. Original Games
  161. Mini Games (inside a larger game)
  162. tutorials - to force or not to force
  163. Tell us about your flops
  164. Tell us about your Best Easter Egg!
  165. Tell us about your best Bugs...!
  166. Casual game with a cute charactor
  167. Re-using graphics engine
  168. Reverse thrust?
  169. Space Nuts (and Bolts, plus new movies)
  170. Critique my combat prototype!
  171. Scaling games from multiplayer to MMO
  172. Far sight, short sight.
  173. Mutant Storm Reloaded
  174. Design completeness
  175. Games with Global High Scores
  176. Games that are female friendly
  177. Gamer's Greatest Fears
  178. Time completion of games
  179. Arcade Mode - a must-have?
  180. Difficulty and AI
  181. Using contractors to develop your games
  182. Funniest Game Ever?
  183. Platform game - allow starting from mid-game?
  184. Need some names?
  185. Does anyone go back and replay puzzles?
  186. losing your job
  187. Music - Tracks & Time
  188. Game design influenced by a dream?
  189. Platformer musings
  190. Voice Talent
  191. Chilling effect of external rules
  192. console style versus pc style menus..
  193. Combining action with puzzles/learning
  194. Web based RP games
  195. Difficulty levels, as unlockable goodies?
  196. A rant against 3D platformers!
  197. Bizarre Creations call for more originality amongst indies
  198. Original game designs list
  199. renaming HouseFlip!
  200. Kudos design post mortem
  201. The Tyranny Of Graphics
  202. Game Name
  203. Voiceover in casual games
  204. Which is better game play?
  205. Starship Component Placement Ideas
  206. Number of Animation Frames per Second
  207. Boss Levels?
  208. Skill Levels : Pro and Con
  209. Awfully quiet
  210. Name for 'Quest' mode
  211. Open enrollement for Gravity 101
  212. Interface opinions: keyboard and mouse, or just mouse?
  213. for brainiacs...solitaire algoritm?
  214. Auto-save vs manual savepoint
  215. Readable level/profile files, or not?
  216. Low power mode?
  217. Challenge & Casual Games
  218. The big boys and narrative casual games
  219. Multiplayer Casual RPG concepts...
  220. Limited Saved Game VS Checkpoints
  221. Understanding interactivity
  222. Coming up with a game logo
  223. Innovative casual meta-games
  224. Dialogue Tree/Graph Resources?
  225. Interview With Scorpia
  226. Great sites for flash games
  227. The architecture of virtual cities
  228. "Help" or "Instructions"
  229. Options page settings stored in profile?
  230. Design Every Day – It’s Important!
  231. In Game Scripting
  232. Deciding on an Artist
  233. How much music
  234. Weak vs. Strong Mechanics
  235. Allow language selection?
  236. Let's talk about controls
  237. design time
  238. Variations on match 3s
  239. Does anyone else design like this?
  240. What makes a good rpg story?
  241. Editable user data
  242. Best Times global or just within profile?
  243. High Score Cheating
  244. Prototyping – When to give up…
  245. Interesting idea for an RPG...
  246. Art asset list documents
  247. "Designing" a Game
  248. I see that cloning isnt dead :)
  249. Neat RPG Concept
  250. What makes an RPG and RPG?