Re: [article] Gameflow
Posted by rs6 on
Fri Jul 7th 2006 at 6:48pm
rs6
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Very well written, and informative. I like the pictures too.
Re: [article] Gameflow
Posted by G.Ballblue on
Sat Jul 8th 2006 at 12:39am
Posted
2006-07-08 12:39am
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I feel that you need to let everyone know that too much of anything is bad. Too much height varriation, or slits, or paths, or rooms, despite how much freedom they add, can often times backfire and simply make the map just as confusing as a map with tons and tons of rooms that look exactly the same.
I also think that this tutorial could have gone on quite a bit longer. I think it's a bit too simplistic, and "gameflow" in my opinion, is something considerably complex and really can't be summed up with one page.
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Clear, concise (and honestly this is good because it's very easy to ramble on self-importantly when writing tutorials), and great use of diagrams and explaining design choices. However, I think it would be interesting if you developed your ideas about supplies effecting gameflow. Why not talk about where you would put spawns, healthkits, guns, ammo, etc in the above example map?
Ok, in the interest of clarity I have to suggest you change "anything in the map that gives the player a advantage, there should be a disadvantage that evens the playing field." to "for every aspect of a map that gives the player an advantage, there should be a disadvantage that evens the playing field." Sorry to be that guy, but I had to reread your original sentence to understand what you meant.
Re: [article] Gameflow
Posted by Forceflow on
Sun Jul 16th 2006 at 4:46pm
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To the point and rather short, but I like it.
Re: [article] Gameflow
Posted by P37r1 on
Sun Nov 26th 2006 at 1:12am
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Nov 25th 2006
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Nice and simple, explains well what it is supposed to.