For Dummies 978-0-470-59910-5 Ficha de datos Pagina 10

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Part I: Getting Started
Lots of pencils, of various grades
Some paper
Some friends to “play” your paper game
Patience, a good idea, and a sense of humor
After you collect what you need, sit down and think about the flow of your
game. Think about even the most mundane things, such as menus and the
game’s launch. Here’s the paper-prototyping process that you use to design
the game flow, its mechanics, and its look and feel:
1. Think about your game as a series of interconnected boxes of func-
tionality and then draw those boxes and connections.
Start at the highest level you can go and distill the representation to the
basic set of game functions you need to implement.
As shown in Figure 1-3, making decisions about the flow of your game
early is important.
Figure 1-3:
The flow of
the Traffic
screens.
Main Menu
Game Screen Settings
Game Over Paused
High Scores Multiplayer
2. Draw the game board, and then add lines and arrows to show how
objects move onscreen, as shown in Figure 1-4.
The simple act of drawing how game objects move and how they react to
the user helps solidify how you see the game. These movements and reac-
tions are the game mechanics. When designing your game’s mechanics,
consider how to keep the players busy without causing undue frustration.
In general, giving the players the ability to do more means that the game
maintains the player’s interest. This is critical for games because if the
player gets bored at any stage, the Home button is inches away from
her fingers. Your game needs to be fun, intuitive, and exciting from the
moment you launch the application.
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