Game Creation

Procedure
A set of instructions that performs a specific
routine when required at several different points
in the game.
EXAMPLE: when the player loses, it doesn’t
matter on which level he loses, he is always sent
to the “play again” procedure to decide whether
to continue playing or not.
Decisions
Decisions are options presented to the gamer
that affects the sequence of the game.
These may include choice of character, choice
of scenario, choice of vehicle or travel options,
choice of which direction to go … and many
more!
Loops
Loops are a way of repeating an action until
something else happens
Example: a bird might follow a specific path over
and over again until caught or a character may
continually follow a path when he is lost until he
finds a compass which tells him which direction
to travel.
Debugging
Debugging is the process of identifying and
removing errors from the game.
This may sometimes involve asking gamers to
play the game and report bugs (flaws) in the
game.
Often, you may need to repeat this process many
times until all the flaws have been eliminated.
Publishing
Publishing is making a game available for use. It
is also known as deployment.
Game Publishing may take place in many
different formats. Perhaps you will create an
online game and have to make the website “live”
or available for use. Other games may be made
available on DVD or in a specific format required
by the game console.
Help Screens
Help Screens contain information to help the
gamer know how to play and what the objectives
of the games are.
Typically, help screens are available at the
beginning of the game and whenever the player
encounters a new kind of obstacle or a new
objective.
Menus
Menus are how options are displayed to the
gamer. These options allow the gamer to
customize the game playing experience.
Menus may appear at the beginning of the game
or depending on your game may be available at
any time when a gamer chooses to open them
and change game playing options.
Navigation
Navigation is how the player finds his way in the
game.
Examples of navigational aides may include maps or
other signposts or indications that the player is
making progress toward the objective of the game.
Some games give the user the option of multiple
paths to achieve the objective with different hazards
and rewards along the way.