Anatomy of a game
anatomy-of-a-game
how I break down games so I can build them
Graphics
This is the look and style of a game. The more realist your game the more “graphical debt” you hold because once its set all new content has to match the same style.
Indie games are known of making style more important than highly detail graphics to avoid graphical debt.
Goose Game is 3d and mostly all solid colors so debt was reduced by not including textures
Monster hunter is very beautiful by it took many many people 4 years full time to make.
Minecraft has simple graphics that allows for simple animations allowing for rapid content additions
Baba is you is basic but beautiful. It’s easy to add more assets and grow the game. which is important in a puzzle game
Imagine if Baba is you had the same Graphics as Monster hunter world,
the time/effort of the game would be huge even though the gameplay didn’t change
Point 1 to remember
Graphical Debt
“the amount of time and effort that goes into creating the visuals of a new component of your game because it has to match the previous style.”
How I have been trying to avoiding this is moving to 2.5D textures like Mario Kart 64 or Doom. I can do all the camera types and it’s easy to make, animate and program
Camera
When designing a new game; the camera will inform your choices on mechanics, physics, graphics and level design. You may not need physics if the camera is isometric or top down like pokemon but making a first person shooter will almost always need physics.
Top down(2d)
Visual Novel
Isometric
Third person
Side scroller
First person
Take camera into account when choosing mechanics
Mechanics
Game mechanics are the tools you give the player to play the game with.
Pacman eats the fruit, kills the ghost
In Animal Crossing you can catch bugs with a net that breaks over time.
In Pokemon, you can try to catch pokemon
In Mario, you jump on enemies to kill them
Systems
systems are groups of game mechanics that work together. For example Pokemon and Final Fantasy have very similar battle systems they just framed differently
Team building
Leveling up
Evolving is basically the same mechanic as Changing Jobs
Magic power (MP vs PP)
Health bars
A lot of games share most of a system but tweak it to keep it interesting.
Framing
This is often a story but not always. Framing is the reason why the player is doing the gameplay loop. Puzzle games often has little to no framing.
Baba is you has no framing just a map.
Original Minecraft has no framing just a map
I find framing also create framing debt
Pokemon: you are on a quest, to catch them all and become world champ.
because of the framing of pokemon, they could reduce framing debt by removing team rocket missions and it won’t effect core gameplay
Thomas was alone: you play as a red rectangle and the narrator does all the framing, even though its not shown on screen.
Point 2 to remember
Framing Debt
“the amount of time and resources that goes into creating the framing of your game, you want a big story? thats has a knockon effect of scripts, cut scenes, cut scene system, in game animations, music, translations and assets“
Game Loop
The game loop or loops are circular logic that keeps you playing
Monster hunter
you hunt the monster
to get monster parts
to get gear
to hunt bigger monsters
Animal Crossing
you catch a bug
to sell it for bells
your net breaks
you buy a net with bells
Ok lets Analysis
Zuma System
tower defence enemies
system
mechanic
3 color match
mechanic
wizard school
framing
random colors
mechanic
Top Down (2D)
waves of colors
Camera
mechanic
limited color 2D
score combos
mechanic
Graphics
see how they have minimal framing & graphical debt. allowing them to have 40+ enemy types!
Puda + the kid (my game)
Dragon Quest Battle
target enemies
weak points
system
mechanic
Turn based
mechanic
diablo weapon socket
mechanic
multiple enemies
mechanic
First Person
Hp Bar
Camera
mechanic
elemental dmg
2.5 D billboard
mechanic
Graphics
lost child walking home
framing
Now this is just how I analysis and make games if you do it differently it totally fine.
I find looking at it like this allows me to stay in scope or at least see where my scope is going so I can adjust to actually finish my game.
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