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The principles of minimalism in developing games for mobile platforms

Preamble


At the end of last summer we decided to make the continuation of our game Papa Penguin as a full-fledged new game. Initially, we wanted to change the existing idea only slightly and launch a more serious project based on it, which uses our ideas, but we did not sufficiently thoroughly approach preproduction issues and did not define the focus and basic gameplay of the project quite clearly from the very beginning. As a result, the game was not as concise and solid as it could have been, and the development of the game was delayed. Moreover, not all of the planned features were implemented, and during the development process we had to stop several times, revise the results and simplify both the idea itself and the level design, interface, etc. The last simplifications were made after tests and reviews. The result was exactly Captain Antarctic, and not Papa Penguin 2. Frankly speaking, I am not completely satisfied with the result. Although the game was very interesting, much of it can be simplified and improved (which we will try to do in the next update).

There was a question about creating a new small game. And in order not to repeat the experience of the previous one, I sat down and wrote a list of requirements that need to be kept in mind when starting production of a small project for iOS. Of course, he considers that developers should already have some experience and their own achievements. Without them, some items do not make sense. In addition, the list is not focused on all genres, and is largely determined by our games. But I think everyone can learn something from him.

So, in order:

1. Minimalism ideas


An example of this is Tiny Wings.
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and Angry Birds.
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2. Minimalism design


Under these points (but not all) I would sign a JetPack JoyRide
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and Run In Crowd.
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3. Minimalism in graphics


Cut the Rope
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and Contre Jour.
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4. Minimalism of programming


I would add here all the sequels of Angry Birds, Cut the Rope Experiments and Mega Run.
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5. Minimalist sound design


Contre Jour, Cut the Rope.

6. Other (additional) requirements:


The main result: all unnecessary elements must be removed immediately. If you remove an element, and it turns out that you can do without it, then, most likely, it is not needed here. I remember the story of Steve Jobs, when the developers for a long time thought about the interface of the program for writing files to disk. In total, Jobs removed everything from the interface, leaving only the large “Record” button, and the files just had to be dragged. At that time it was revolutionary.

Perhaps, much of what is described here, at first glance will seem trivial, but if during development you do not constantly keep such a list in your head and do not control yourself on it, it may turn out not at all what was expected. I propose to discuss these requirements together, add something, and refute something. I will be glad to know the opinions of other developers with experience in the industry.

Source: https://habr.com/ru/post/148313/


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