Game Development Reference
In-Depth Information
In the inal chapter of this topic, we'll introduce a hypothetical
game as an exercise in design. The game is called Escape from Skull
Island , and will play as an Action-RPG. I'll show you in detail how
to use psychology and education studies to your advantage to make
sure players stay engaged, and how you can use programming tricks
to detect whether players are failing or not before bothering to jam
instructions in their faces. I'll do my best to show you how to wrap
good teaching right into the game's mechanics, so players aren't
extrinsically aware that they are being taught. I hope that the outcome
for you will be better games.
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