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General design guidelines?

Last post 09-03-2008 12:37 AM by Nick Gravelyn. 6 replies.
  • 08-29-2008 10:03 PM

    General design guidelines?

    Are there guidelines on general game design?  For example, I notice that all Xbox live arcade games I download have the same set of "screens", like an opening brand screen, then a menu for play, options, return to arcade, etc..  Then when attempting to exit the game, there's always a screen or two to go through.  They all seem to follow the same, general menu design.

    If there is such a guideline, where can we find it?
  • 08-29-2008 10:50 PM In reply to

    Re: General design guidelines?

    XBLA guidelines aren't generally available to the public at large; Microsoft would undoubtedly deliver them to you when you got your XBLA contract.

    Outside of XBLA, this is what generally comes under the heading of "tribal knowledge". There's not usually anybody who says 'you should do this', but the gaming public has been conditioned to expect certain sequences of game start and end screens, and the marketing and advertising gurus of the industry have determined that certain sequences work better than others.

    I think pretty much everyone in the industry learns what works best for their game by playing other games like it, and imitating whatever they do.

  • 08-30-2008 12:15 AM In reply to

    Re: General design guidelines?

    There's a general list of guidelines for community games on XNAWiki here.  These are, of course, just guidelines, but it's a helpful thing to have at hand when making your game.
  • 09-02-2008 1:05 PM In reply to

    Re: General design guidelines?

    spookyjon:
    There's a general list of guidelines for community games on XNAWiki here.  These are, of course, just guidelines, but it's a helpful thing to have at hand when making your game.
     

    That's almost exactly what I was looking for!  The only thing better would be an "official guidelines" post from MS.  But this one is more than adequate for my needs at the moment.

    Thanks Again!

  • 09-02-2008 9:52 PM In reply to

    Re: General design guidelines?

    Official Guidelines, eh?

    Microsoft offers Class Library Guidelines on MSDN. Now, naturally an XNA game is not a Class Library so not everything will apply nor will it all be good advice for a game but you can still salvage some good programming design from the pages and it includes very simple explanations for why they recommend what they do. There are even "bad code" examples of what not to write which should be true in just about any application.

    If that's not enough, you can download FxCop which is a tool that analyzes your source code and flags any Microsoft Guideline violations. And this little app works hard, it'll catch pretty much any violation that can possibly be detected by a computer. Again, not every violation applies to XNA (who cares that your game won't compile in Visual BASIC?) and some guidelines ought to be relaxed a bit (public property getters on private fields in high-performance code?), and it may be noisy, but it won't steer you off track.

    Really the key is to take established guidelines about the way the .Net Framework works and temper that against the Compact Framework for Xbox360 to form a complete picture about what guidelines to follow.

  • 09-02-2008 11:13 PM In reply to

    Re: General design guidelines?

    You may also want to have a look at Mitch's GameFest talk, Creating Great Community Games. There's a lot of info in there you may find interesting.
    Eli Tayrien - XNA Framework Developer
  • 09-03-2008 12:37 AM In reply to

    Re: General design guidelines?

    Eli Tayrien:
    You may also want to have a look at Mitch's GameFest talk, Creating Great Community Games. There's a lot of info in there you may find interesting.
    That is the exact talk from which I took those notes on XNAWiki. So it's definitely worth checking out if you want a more personable approach to it, would rather listen than read, or simply find Mitch's voice to be soothing. :p
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