There are several problem areas in applications and games that cause users the most interest. Or the greatest aversion to the project. What should the developer pay attention to, what does the player notice first? From my own experience I will try to answer these questions.
Rubbed into the dust of the topic, whether it is a well-constructed plot, a small advertising campaign, cool mechanics and other similar topics I will not discuss, but I’ll move on to the least read about
Content
It is not only about the game, but about the quantity and quality of things and characters in games. Clones are sometimes better than originals for better content, be it the setting, the quantity of things and other nice things. Even the animation of movement and combat can affect success. There are many three games in a row and all have different popularity. There are many reasons, but one of them is the study and the number of additional things.
')
Graphics
A little obvious point. We must always maintain the same level of graphics / models / design of locations / etc. Otherwise, you automatically switch the player's attention to a more developed thing that you hardly planned. But there are exceptions when this is a special device in the game. This allows you to better find objects in the environment and focus on the character. Deadpool is a prime example when it moves to a less-developed level.
It turns out brightly and dynamically, but may soon begin to annoy (what the developers thought about in advance and quickly returned the normal graphics).
Style
Maintaining the overall style for the entire project is as important as maintaining the same level of graphics (except in rare cases when it is a way to interact with the player). The concept of style can be invested:
- Environment (Western does not include samurai and katanas);
- The narrator (in a game that starts as a strategy, you should not do FPS in the middle of the game).
There are other aspects, but this is not as critical as the above.
Nether
Let's talk in more detail about emptiness in applications. It is about those places where the game does not occur, but the plot is shown.
The surest way to fail a project is to do it without a background. Why it happens:
- Shows that you are not all worked, and the game is raw
- Leaves a sense of incomplete ideas.
How to deal with this:
- Even a simple picture on the screen saver, which corresponds to the style, graphics and content, will be able to reverse the opinion of the players in your direction.
- Do not neglect the ability to animate the screensaver or background
Legs and body parts
This item applies to those games where you play as a character. Especially true for shooters. Some players specifically emphasize the shadows / arms / legs / reflection of the character.
One of those little things that will help to win the player's heart a little.
Manual tests (alpha and beta tests)
Here you are getting closer to releasing your game. However, do not rush to release in free swimming, not checking that the game not only starts, but everything goes on as usual.
During the assembly or at other stages you could. Move the object and make the level impassable. Added the ability to get stuck in the texture / fall under the level
Did not consider the possible combination of user actions with the game world. You have to love your own and play it (or find such a person in the team) to look for roughness and correct them.
Some practical tips
Summarizing, compressing and adding everything in brief, we get:
- Show your friends to get feedback on the game;
- Contact the community for the genre of your game to find inspiration and ideas there;
- Check the game not only by the monkey method (random player actions), but also by passing it yourself to evaluate and test your project;
- Maintain the overall style of the game and the same level of graphics, unless it is a special trick;
- Do not leave a white / gray background, and try to put there at least an interesting object or make a screensaver.