tailieunhanh - Game Design: Theory & Practice- P5
Game Design: Theory & Practice- P5: My earliest recollection of playing a computer game was when I stumbled upon a half-height Space Invaders at a tiny Mexican restaurant in my hometown. I was perhaps six, and Space Invaders was certainly the most marvelous thing I had ever seen, at least next to LegoLand. | Chapter 6 Interview Ed Logg Was it hard to work on a project that you did not think would be any fun Did the final game turn out to be entertaining The gameplay was fun but no comparison to a real pinball game. I was surprised that it sold as well as it did. Yes it was hard to work on an idea that I did not think would work well. But I was young and motivated. What else can I say Where did the idea for Asteroids come from Lyle Rains had suggested to me the idea of a game where the player could shoot asteroids because there had been an earlier coin-op game with an indestructible asteroid that the players kept shooting instead of pursuing the intended goal. I told Lyle we would need a saucer to force the player to shoot the asteroids instead of Asteroids wasting time. I also suggested breaking the rocks up into pieces to give the players some strategy instead of just shooting the larger rocks first. Lyle gave me the idea. People often attribute the success to one or the other of us. I would probably not have come up with the idea on my own and if someone else had done the game it would most likely have been totally different. So in truth we should both be given credit for this idea. Come to think of it without the vector hardware Asteroids would not have been a success either. So there are many people and events that led to its success. I am very glad to have been there at that time and place. The game changed very little in development from the original idea. I did make two saucers one dumb and one smart. I made one fundamental change near the end of the project that had far-reaching implications. Originally the saucer would shoot as soon as the player entered the screen. Players complained and I agreed this seemed unfair. Often the saucer was not visible just off the edge and if it started next to your ship you had no defense. So I added a delay before his first shot. This of course led to the lurking strategy. While testing I had actually tried to lurk at one .
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