Sunday, 23 November 2014

Game Design Troll Strategies







- have a plan, have it ready at your disposal
- be prepared at what you doing
- try hard; work hard
- be careful with every plans
- be on time with every project
- establish great networks with all teams
- sustain troubled times
- tackle every problem
- learn, think, strategize
- never forget to save after every edit





Additional Tags: content, inconsideration of females,  more than trolldom,  modern cancer, killers without sharp teeth, with shivs saved at the bank,  inventory, item-based creatures, lack of fur,  tellable signs, of their trait,  fur colors used to be one,  shape of jaw another,   paw, hand shape, examination,  what they do,  tags transport, trunked some and had to transport here,  troll-ism,  is an art,   ok,  the inconciousance of females combined with ruthless arrogance of some males,  now that's ill-combination needless to say,  yep, ya'p, yappers,    see the world  with a new light,   views, prospector, persective, trader,  game tactics, theory, axiom, dynamically, static,  numeral, order, calculus, mass,  pro-gramming,






Wednesday, 19 November 2014

Game Design Tips and Principles






-  capture player's tendencies and thou will make a great game
-  work along with intricacy (juice berries) of psychology and thou will hit jackpot design concepts
-  consider and knowing while designing: that all folks want to be entertained and that they are still children for the most part
-  art with value outtrumps art of mediocre quality, and indeed the word art implies valuebles
-  being relevent and reflecting great ideas and way of life can gather a lot of royalists
-  the eventual point of gaming isn't to game (to itself): game serves life, the reversal order means bookworm type of deal all starting again


-  customers (players) love purchasing penny-worth items

-  mini-games with a refreshing smell, refreshening tone, settings, tend to do well-er than the 'competitive' counterparts

-  creative minds unleashed unlocks rolls on rolls of new ideas.  Let the toys' story unfold on its own, via our toy thinkings

-  game design is artistic value, artistic creation, than linear mechanical work, like and unlike coding

-  people love seeing numbers, it going up, counting.  Let them enter their most wanted fantasy, so that their pockets may pour out the changes on its own.  Visitors to that fantasy land after a few minutes of their visit, enter trance mode, become fully convinced that the numbers are all good  (this shall be where the dollar signs and purchases kick in)








Sunday, 2 November 2014

Tower Defence Game Review 1




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Stress: <><><
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    I really liked this game awhile now, and I still love it moments ago.  My one suggestion is perhaps improvements on the tower characters: they looked too specific, at same time splash over the role of the movable characters in game.

Another suggestion: perhaps reduce the signature level, downtone the prominence of background arts.  If some doodad isn't part of the game interaction system, then let it be blurred out or reduced rank

One more suggestion: the paths textures give disorientating info to the player






Glenn
Game God