Dr. Longman`s News #02 |
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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:
Index - the contents of the issue. |
Games - how to write kampyuternuyu game (continued). |
Life - what to do if you were taken to the police. |
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В этот день... 3 December