Games - how to write kampyuternuyu game (continued).
HOW TO WRITE A computer game.
PRO-GAME 4 / 95
Q: What is the graphical user interface, sketch
study, specification and roadmap?
Answer: Once the script is ready, it's time to sit down
planning process of creating the game. By itself, this stage
many predtavlyaetsya perfectly routine, if we ignore
the fact that the planning - is the key to the most efficient
and fruitful work on the game. Of course, if the game is created
one or two people, planning can be minimized,
but these games is almost gone.
Collection of documents that need to be prepared in
largely depends on the type of game, but in general
usually absolutely need the following:
Graphical User Interface - this is how the game will look
like for the player and how to interact with it: the main
screens the controls, menu commands, dialog.
Sketch study - it sketches the main elements
graphical user interface, the main characters, backgrounds or
playing field.
Specification - a detailed reference for each member of the
working group.
Network schedule - time and date of delivery of each
member of its phase along with the docking sites
between them.
It is best to prepare these documents in electronic form, so
as they have to constantly adjust and supplement as
promote the development of the game.
Q: What is the development of the game?
A: Perhaps, unlike most other areas of
computer business, games are still young Torchesk
collectives in a fit of enthusiasm.
However, the latter does not necessarily mean that the
development of the game is cheap. Take setsvoy chart, multiply
the number person - months of each employee for his alleged
wages, add the cost of equipment, office rent, and
many other overhead costs - and you have a tidy
amount.
Even if you decide to create a game to spare
or study time may be needed money for rent
computers and expensive equipment (scanners,
I "live video", etc.).
If such money is not, it should look for a sponsor for the
game.
Has on this topic to talk with well-known in Russia
computer business firms. In this case, once again say to
yourself Thank you, if you have already prepared the script and
other documents because without them no one to talk to you will
not. Even better for these purposes have a working demo version
of the game.
In the next few years this business will not
capital-intensive (though tends to do so).
Home value - is the talent and creativity
developers, and therefore it is most acceptable for young people
creative plan, starting their way in business.
Q: Can you predict the future success of the game?
A: You can, if carefully carry out all previous
requirements. But seriously, it forefeeling successful games -
it's the same intangible thing, like the birth of the game plan:
here very much depends on intuition, experience, market
knowledge and other qualities.
Often to assess the potential demand for the game, helping
questions like: I myself would have bought this game? .. And my
friends? .. And my girl?
Alexander County, development director of "Nikita"
e-mail: alex@newtech.nikita.msk.su
■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■
■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■
C O M M E N T A p and D r. L o n g m a n 'a
About the planning process:
Whatever may be said, and planning - a great
thing! I advise all to heed: Do not
planned work - do not touch the assembler! This
will only lead to negative results.
And you notice how gradually teryaeete interest
to work because I do not know where to start and
in that the whole idea will result.
It is quite another thing when you have on hand is
a clear plan, which are painted all the key
moments of the work. He inspires
assurance of success, and constantly
spurs.
Artists can not give advice - to figure EVERYTHING
drawings on paper, the standard classical
methods. You will not believe, but it will reduce the
work in two or three times! Why?
And the answer is simple: the paper all endure. On paper
draw much faster than on the screen. A
draw a perfect right - it is simply impossible.
That will turn out, instead of three hours repaints
the same sprite, you get five
outline for fifteen minutes, and choose
best.
Music - of course. Not playing the melody though
once on the piano, you can not make
Mouzon quickly and without errors.
But the scenario is better to write "on a whim, because
than the free flight of fancy, the better.
About the cost of development:
The most painful question. How to evaluate your work?
Parameters too much. I will single basis:
Time had gone to development.
Number of charts / fit SPECTROFON'ovskie prices /
The quantity and quality spetseffektov.
Number of music.
The cost of repairs of breaking equipment.
The moral damage: (poporchennye nerves are too!)
Try this sum, Relate
the amount of reviews tester and think for
result. But it's very primitive.
For those interested to report: In 1991,
Firm Inforkom "divined its current
activities and has released an article "Price of Eden."
It talks about how to pick up the price of its
idea, and it is very close to the object of our
interest. We strongly advise you to read.
About the anticipation of success:
If I tried to propose to his girlfriend
spend money on "software" that would shlopotal
at least iron.
But seriously, the designing the game, just
must believe in success, otherwise nothing
good game does not shine.
Other articles:
|
|
Games - how to write kampyuternuyu game (continued).
|
|
|