πQuality Guidelines
More updates to Game Maker Quality Guidelines are coming soon!
Contents
Design Tips & Resources
Once you're finished building your Experience, you'll be checking it many times and ways to ensure the topics below have been done well (see Testing).
Guideline (default camera) | Reason | |
---|---|---|
Corridors | At least 5 blocks wide and 5 blocks tall, including objects on the sides or top of the walking area | Prevent "wall clipping" in hallways, caves, spaces between buildings, etc. where players walk |
Traps | Do not have any "holes" two or more blocks high without an exit (ladder, steps, etc), and make sure there is no way players can be trapped behind or between assets | Prevents frustration and the need to respawn or restart an Experience |
Tripping | Remove collisions from rugs, stones, grasses, etc. on the ground where players will walk | Reduce frustration so players will continue playing |
Boundaries | Make sure that if players are not supposed to exit an area, there is a physical boundary, but try to keep it natural instead of invisible (e.g., a rock wall you can destroy after a quest rewards you with the right item to break it) | Prevent breaking the game flow of your narrative by accessing areas not meant for gameplay or intended for later |
Guidance | Direct players in your Experience clearly with text and visual hints, quests, etc. Help them make decisions with information on the Heads Up Display (HUD) using the Game Rules system | Prevent players from getting lost and provide the information they need to enjoy all aspects of your game |
Logic Sequence | Make sure the game will continue to flow logically as you expect no matter what choices players to make (test various ways to "break" your game) | Prevent the game from being broken or exploited (which can become a problem if you offered prizes to top players) |
Dialogue States | Set up dialogue states to grab player attention to start a quest, remind them what needs to be done during, and provide some closure when the quest is complete | Keep the immersion by making player actions feel more natural |
Fun | Modify your game loops and add choices (learn more about building specific game genres in the Experience Guide) | Players will abandon your game quickly if it's not fun |
Replay Value | Learn how to use the Game Rules system to easily create advanced logic and make your game more appealing to replay | |
Aesthetics | Focus on a cohesive art style (though it may have different biomes), visually appealing layout, quality 2D texturing and 3D shape in its assets, and fitting use of weather, light, camera, and visual FX | Players will enjoy your Experience more if it is visually pleasing and cohesive |
Sound | Set global sound in Gameplay: Ambiance and local sound with the Play Sound component) | Players will feel your Experience is complete with music and more responsive with sound effects |
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