Quality Guidelines
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Last updated
More updates to Game Maker Quality Guidelines are coming soon!
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).
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)