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Quality Guidelines

PreviousBuild Singleplayer & Multiplayer LogicNextOptimisation

Last updated 3 months ago

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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 ).

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

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

Keep the immersion by making player actions feel more natural

Fun

Players will abandon your game quickly if it's not fun

Replay Value

Aesthetics

Players will enjoy your Experience more if it is visually pleasing and cohesive

Sound

Players will feel your Experience is complete with music and more responsive with sound effects

Direct players in your Experience clearly with text and visual hints, , etc. Help them make decisions with information on the (HUD) using the system

Set up 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

(learn more about building specific game genres in the )

Learn how to use the system to easily create advanced logic and make your game more appealing to replay

Focus on a (though it may have ), visually appealing layout, quality and in its assets, and fitting use of , , , and

Set global sound in and local sound with the component)

📖
Testing
Optimisation
Testing
Playability
Text, Quests & Icons
Modify your game loops and add choices
Experience Guide
Game Rules
cohesive art style
different biomes
2D texturing
3D shape
weather
light
camera
visual FX
quests
Game Rules
Play Sound
Gameplay: Ambiance
dialogue states
Heads Up Display