In the lecture track this week, our series on digital game design considerations continues with a look at game saves (pro and con, plus considerations when implementing them) and interface design (a helpful overview including lessons on feedback devices, iconography, and HUDs). We will also review what an Inception Document is for your homework this week.
In the lab track, we continue our adventure in Game Maker software by swimming along in the Super Rainbow Reef. This is a good "closer" tutorial for the course, reviewing much of what has been learned up to now and, more importantly, really hitting hard the lesson about front ends ("splash screens") and back ends ("cheese screens") that you must include in your Course Project Game.
Next week also features the third exam at the beginning of the class period. It is worth up to 15 points and covers the material from weeks 7 and 8 (including the required reading sections for those weeks on this web site).
The link below is the homework assignment due at the beginning of the next class session.
These links feature the supplemental material that you are responsible for knowing before the final exam (that takes place at the beginning of Week 11). Be sure to click on every link in this section!
Article: Too Many Clicks! Unit-Based Interfaces Considered Harmful by Philip Goetz
Could games like Civilization benefit from putting their interfaces on a diet? Can a player control too many objects at once in a strategy game? Are the thinking man's war simulations bowing down to energetic arcade controls? Find out some insightful truths about interface design! I know it's gets a bit technical, but be sure to grasp the theme of this article; it's very insightful.
These supplemental link are worth investigating for more information on the subject. Adding evocative character, story, and plot to games is a highly prized design achievement worthy of your time to study further.
Article: Lost Along the Way: Design Pitfalls on the Road from Concept to Completion by Rob Irving
This is another lengthy article that is a mile deep and delves into its subject with considerable near-academic acumen. You must make it all the way to the last page entitled Losing the Player: Obstacles to Enjoying the Title, which has a great pay-off in describing interface design problems.
Bibliography: General Course References