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红楼&游戏

一位红楼爱好者&游戏策划的blog

 
 
 

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我们身处在一个悲哀的国家, 我们同胞的血脉中流动着短视的劣根性, 我所从事的行业正处于黑暗的时代, 我没有热血,但一息尚存。

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老外真是什么都能出书,休闲游戏都能出这么厚一本  

2007-05-30 16:15:45|  分类: 默认分类 |  标签: |举报 |字号 订阅

  下载LOFTER 我的照片书  |
《CREATING CASUAL GAMES FOR PROFIT & FUN》
Part 1 Designing and Developing a Casual Game 1
1 Casual Game Design Basics 3
Easy to Learn, Tough to Master 6
Qualities of a Casual Game 7
Cognitive Process of Challenge and Reward 10
Hook to Sell 20
Integrated Context-Based Help 26
Spare Me the Question 26
Instant Gratification 29
Navigation Conventions 33
Progress Indicators 33
Modes of Play 38
Bells and Whistles 43
File Save and Load 43
Top Scores 45
Project 1: Make a Match-Three Puzzle 46
Step One: Open Director and Create a New Project File 47
Step Two: Create Graphics 47
Step Three: Write the Code 50
Summary 73
2 Developing a Casual Game 75
Developing an Idea 77
Narrative 78
Interactions 83
Plan the Integration of Interaction and Narrative 85
Writing a Treatment 86
Title 86
Author 87
Studio 87
Genre 87
Audience 87
Related Products 88
Concept 89
Walk-Through 89
Gameplay 89
Environment 89
Characters 90
Tokens 91
Interface/Chrome 93
Rules 93
Legal 94
Film Conventions 95
Writing Strategies 96
Pitching the Game 96
Storyboarding the Flow 97
Anticipating the User’s Needs 99
Making Sense of the Dynamics 100
Identifying the Interactions 102
What Happens When? 106
Converting the Interaction Matrix to Technical Specifications 106
Critical Juncture: To Code or Not to Code 107
Project Scheduling 108
Professional Practice: Margaret Wallace on Games and Stories 108
Summary 111
3 Minimal Programming Approach 113
Casual Games that Require Little Programming 115
Image-Find Games 116
Simple Puzzle Games 118
Project 1: Create a Mouse-Triggered Event 120
Step One: Open Flash and Create a New Document 121
Step Two: Make a Button 121
Step Three: Name the Button Instance and Add a Script to the Frame 122
Basic Navigation or Narrative Games 123
Developing a Point and Click Casual Game in Flash(TM) 124
Flash Advantages 125
Flash Limitations 125
Packaging Flash Engines for Prime Time 126
Case Study: Aunt Abbie’s Best In Show 129
Idea 129
Concept 130
Treatment 131
Storyboard/Flow Diagram 136
Interaction Matrix 137
Handling Minimal Interactions with Minimal Programming 137
Project 2: Simple Navigation with Minimal Programming 137
Step One: Mock-Up Some Placeholder Images 137
Step Two: Set-Up the Time Line for the Opening Fade 140
Step Three: Add a Sound to the Time Line 143
Step Four: Transition to the Game Title Screen 144
Step Five: Transition to the Launch Screen 146
Summary 147
4 Code Till you Drop 149
Developing a Heavily Coded Game in Director 151
Project 1: Using magicRes to Reset the Screen Resolution 151
Fundamental Programming Concepts 155
Variable Assignment 155
Sequence 157
Events 158
Project 2: Add Game Subroutines and Content 159
Lists 166
Objects 168
Packaging a Director Engine for Prime Time 168
Designing an Architecture 172
Defining Core Objects 173
Defining Precedence and Hierarchy 175
Avoiding Pitfalls and Bogus Calls 178
Project 3: A Simple Approach to Save and Load 181
Summary 183
5 RAD for Fun and Profit 185
Using RAD Strategies to Serve the Market 186
Integrating the Audience into the Design and Review Process 187
Always a Working Prototype 188
When is RAD the Right Course of Action? 189
When is RAD the Wrong Approach? 190
RAD Myths 191
RAD Maxims 191
Know the Actual Cost and Benefit 193
RAD Implementation 193
Object-Oriented Programming When the Payoff Is Clear 194
Sometimes a Procedural Approach Makes More Sense 194
Apply Common Sense 195
Case Study: Iterative Prototyping with RAD 196
Object-Oriented Programming in ActionScript 220
Summary 243
Part 2 Understanding the Market and the Business Model 245
6 Games in the Market 247
Popular Genres 249
Match-Three Dynasty 250
Arcades and Shooters 252
Word and Trivia 252
Strategy and Sims 253
Mahjong, Card, and Board Games 253
Appeal and Limitations 255
Stick to the Genre 255
The Importance of Ease 256
Professional Practice: Brian Robbins & the Casual Future 257
Summary 260
7 Audience 261
Demographics 263
Who Will Play Your Games? 264
Why Will They Play Your Games? 265
Understanding Mass Appeal 267
Anticipating Demassification 267
Professional Practice: Adriano Parrotta, Emotion & Audience 268
Summary 272
8 The Business Model 273
Downloadable Casual Games 275
Going it Alone 276
Understanding the System 278
Alternative Distribution Paths 281
From Airplanes to Handhelds 281
Conventional CD Publication 282
Professional Practice: Andy Phelps on Image and Community 282
Summary 288
9 Distributors and Portals 289
The Major Distributors and Portals 291
RealArcade 291
Shockwave.com 292
MSN Games 293
Pogo 293
Arcade Town 293
Try Media 293
Developer Distributors 294
Oberon Games 294
Big Fish Games 294
Reflexive Arcade 295
PopCap Games 295
iWin 295
Summary 295
 
图文并茂,佩服啊佩服。。。
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