Showing posts with label design. Show all posts
Showing posts with label design. Show all posts

Sunday, 12 April 2015

The 13 Basic Principles of Gameplay Design

[In an intriguing design feature, EA and Page 44 veteran Allmer re-imagines the famous '12 Principles Of Animation' for video games - adding a principle along the way!]

-Matt Allmer [Design]

Gameplay design is chaotic and full of frustrations and contradictions. More often than not, the request is to come up with something guaranteed to be successful. This condition steers solutions towards the established -- which means solutions that have been done before.

But in the same breath, the product must separate itself from the competition or stand out in some way. This immediately pulls the designer in conflicting directions.

Then, whatever the solution, it must fit within the confines of the project's resources. Not to mention scheduling pressure and strategy changes coming from executive positions.

Hup hup! No time for analyzing the previous paragraph! We've got a title to ship! Never mind your lack of proper tools! Quit your sniveling! Don't you know?

Game design is like sailing a ship while still building the hull! Jump out of a plane while still sewing your parachute and you'll get a good sense of pace in this business. The horse is never put before the cart. We race them side-by-side to see which one wins!

With so much urgency, conflict and uncertainty, there must be an anchor somewhere. Call me boring, but I'm a fan of preparation and established fundamentals. They give me a better understanding of which rules I can break, and which rules I should think twice about.

I took a traditional animation class in college and on the first day, the professor handed out the "12 Principles of Animation", introduced by Frank Thomas & Ollie Johnston. If you're not familiar with these two, they were part of the Nine Old Men: The legendary Disney animation crew responsible for the studio's timeless classics, such as, Snow White, 101 Dalmatians, Bambi, Sleeping Beauty, and others.

At first, these 12 principles were difficult to fully grasp. However, by the end of the semester, I noticed the more principles I applied to my work, the better the animation. Remembering that experience, I think to myself, "By George! Game design should have something similar!"

So, George and I scoured the Internet. Unfortunately, I was disappointed after finding so many disjointed theories, strategies, approaches and creeds. There was a lot of broad subject matter like theories on fun, rewarding players' choices, controlling thought activity, mental multi-tasking... and calls to "simplify" (whatever that means. I'm a designer for crying out loud).

I also found principles so apparent, Captain Obvious would roll his eyes: "know your audience", "don't break the player's trust", "give players choice", "know thyself", "one mechanic in the engine is two in the bush". Alright, the last two were made up, but nothing I found really did it for me.

I was perplexed. None of what I found would help a designer on a day-to-day basis. So George, Captain Obvious and I have decided to throw our proverbial hat into the muddled picture. (And quick! For god's sake, before I collect any more metaphorical personalities!)

The 12 Basic Principles of Animation was my starting point. I took the commonalities and added to them based on what I've identified as the different compartments of gameplay design. You'll notice some are described similarly and some even have the same name, but all apply to gameplay.

The purpose of these principles is to cover all your bases before presenting your designs. You might have a principle fully covered in the beginning, but these principles may spark a thought later when circumstances present a new opportunity. 


Direction



The first three principles have to do with leading and directing the player's experience. Even though this medium is heavily based on personal, interactive discovery, it is still an artistic medium.

Do not underestimate the importance of artistic direction. Just as a painting leads the eye, a book leads the imagery, a film leads the narrative, so too must a game lead the interactivity.

1. Focal Point


Never allow the player to guess what they should focus on. At the same time, always allow secondary subject matter, but it is the designer's job to clearly provide the primary focus at all times. This applies to both visual and visceral aspects of gameplay.

Level design example

Creating clear, apparent lines of sight.

System design example

Clearly defined plot points and objectives during game progression/user experience.

2. Anticipation


Time is needed to inform the player that something is about to happen. Always factor in Anticipation when designing and implementing events and behaviors.

Level design example

A train sound effect occurs before player sees train.

System design example

An energy charge builds before the lightning attack occurs.

3. Announce Change


Communicate all changes to the player. This short step occurs between Anticipation and the event itself.

The important part to remember is maintaining a hierarchy of notable changes.

A good rule of thumb is degree of rarity. If a change occurs a hundred times in an hour, the announcement may not be required. However, if the change occurs five times throughout the entire game experience, a number of visual cues could be needed.

This principle is so obvious, it can be taken for granted and sometimes overlooked. Be diligent in knowing what changes the player should be aware of at the correct time and on the correct event.

Level design example

"Cast-off" animations trigger for NPCs when the player's character boards the ship.

System design example

An on-screen notification occurs when quest criteria have been completed (i.e. "Slay 10 goblins for Farmer Bob")

Behavior


These next four principles address the very important aspect of behavior. This tackles the player's expectations, both conscious and unconscious. This is where common design theories are addressed such as player choice, reward and payoff, etc. These principles are also broader, so they can be applied to additional types of design like UI and story...

4. Believable Events and Behavior


Every event or behavior must occur according to the logic and expectations of the player. Every action, reaction, results, emotion and conveyance must satisfy the players' subconscious acceptance test.

Level design example

Place destructible objects near an explosive object. This way, the explosion looks more believable.

System design example

Weaker enemies run away when the advantage shifts in the player's favor.

UI example

HUD elements are affected when player's mech is near death.

Story example

Villagers are more upbeat and react positively after the player has slain the dragon.

5. Overlapping Events and Behavior


Dynamic is lost if only one change occurs at a time. Discover the right amount of events to occur at any given moment of time.

Level design example

Providing the player the ability to build from an appropriate list of structures.

System design example

The linebacker points to direct fellow players, the defensive end shifts over, the quarterback points and calls out football jargon and the crowd cheers louder because it's third down. All this occurs before the snap.

UI example

Points accumulate in the score while each kill is individually tallied on screen.

Story Example

Multiple plot points are at the forefront of the narrative experience. Example: the king is on his deathbed while his war is being waged and he has yet to announce an heir -- all while an unknown saboteur orchestrates a military coup.

6. Physics


The player's primary logic operates within the known possibilities of physics. Keep in mind gravity, weight, mass, density, force, buoyancy, elasticity, etc. Use this as the starting point, but do not be limited by it.

Level design example

Ensuring a hole in the floor is the correct size for the correct purpose. Whether it is part of the path of level progression, or simply for visual aesthetics.

System design example

A spark particle effect occurs when the player's vehicle scrapes the side of the concrete wall.

UI example

The GUI's theme references scrapbook elements. In which case, animated transitions, highlights, etc. follow the physical characteristics of paper.

7. Sound


Ask yourself, "What sound does it make when ________ happens?" "Is the sound appropriate?" "Is the sound necessary?" "Does it benefit the experience or hinder it?" If players close their eyes, the sound alone should still achieve the desired affect.

It's debatable whether this principle should be included since Sound Design can be considered separate from Gameplay Design. I've included it because sound is crucial and can easily be neglected. The more it is considered, the better the experience is for the player.

Level design example

Flies in swamp level make a sound when close to the camera.

System design example

A proximity system where sound effects volume fluctuates depending on distance of game assets.

UI example

Only visually prominent graphics have sound effects attached to them, so as not to muffle the auditory experience.

The next three principles individually touch on other major design components.

Progression


8. Pacing


Keep in mind the desired sense of urgency, the rate in which events occur, the level of concentration required and how often events are being repeated. Spread out the moments of high concentration, mix up the sense of urgency, and change things wherever possible to achieve the proper affect.

Level design example

Create areas for the player to admire the expansive view, versus areas where the player feels claustrophobic.



System design example

Create long, powerful attacks versus short, light attacks.

Environment


9. Spacing


Understand how much space is available both on-screen and in-world, recognize the spatial relationship between elements and take into account the effects of modifying those spaces.

Level design example

Lay out the appropriate amount of space for the appropriate number of enemies to maneuver correctly.

System design example

When an AI character moves through a bottleneck area, walk loops switch to standing idle when the AI character is not moving forward, to show that the character is "waiting" to move through the narrowed space.

Method


10. Linear Design versus Component Breakdown


Linear Design involves solving challenges as they come. All solutions and possibilities hold the same institutional value. Focus can be lost with this method, but it provides creative and spontaneous solutions.

Component Breakdown involves systemic categorization and forming a logical hierarchy of all solutions. This method can restrict innovation but preserves clarity of primary design objectives.

This principle does not mean designers must choose one or the other. There are times during development where one method is more appropriate than the other.

For instance, pre-production provides plenty of time for breaking down a sequence of events. However, when the publisher drops a "must have" change after pre-production, linear design can provide an acceptable solution quickly.

Level design example

Typical blocking of level geometry in an early stage of development, versus adjusting a small area of the same level to implement an idea that wasn't thought of until later.

System design example

Identifying all major systems (combat, AI, input, etc), and progressively filling in various levels of detail versus conceiving the first couple of levels and extracting possible systems based on a linear player experience.

Foundation


The final three principles mark the foundation of gameplay design, which are listed in reverse order of importance. These should be a surprise to no one.

11. Player


How does the player factor into this? How does the player interact with everything that has been designed? More than just device input, address how the player contributes to the experience. If it's a good idea and you're able to convey it correctly but the player is not into it, change it or scrap it!

Level design example

Setting up the player in hopes of making them jump out of their seat.

System design example

Orchestrating progression so that the player feels empowered, determined, anxious, etc.

12. Communication


Is the appropriate team member correctly aware of the objective? Are the appropriate developers clear on the solution? If it's a good idea but you can't communicate it correctly, it might as well be a bad idea because it's very likely to be received as such.

Level design example

Using the elements of the environment so the player is compelled to travel in the correct direction.


System design example

Using visual cues so the player learns when to punch rather than kick, jump rather than strafe, etc.


13. Appeal


When addressing anyone, ask yourself, "Does this draw the audience in?" This applies to (but is not limited to) the player, the spectator, your fellow developers, the publisher, and their marketing team. If it's not a good idea, there's no need to continue until it becomes a good idea or is replaced by something better.

Level design example
Running down the street is not fun, but running down the street while being pursued by government secret agents is.

System design example
Punching can be fun but when the camera shakes on impact, it's even more fun.

Conclusion 

So, there you have it. These principles have noticeably improved my designs and forced me to think of components from all angles. I thoroughly believe they will give you an edge on all those impatient carts. So, stick that in your horse and race it!



SOURCE : gamasutra




Saturday, 4 October 2014

The Best Free Online Resources to Learn Game Development and Gamification


Learn Game Development
Global spending on video games is set to exceed that on movies, and the average 21-year old has racked up 10,000 hours of gaming! The best games and game designers can tap into human psychology in a way that we can all learn something from.
Maybe you’re a gamer curious about the psychology of game design? Perhaps you’re a budding developer wanting to create your own video game, but don’t know where to start. Or even an experienced game developer looking to sharpen your skills?
I’m curating some of the best online courses and resources on game development, gamification and game psychology. The best part? They’re all free! So go ahead and learn something new today!
Edit: If you’re new to computer programming, you should first check out our Web Development Learning Path — an extensive 75-hour curriculum of free online courses to learn web development from scratch.
Game Development for Beginners
1. An Introduction to Interactive Programming in Python: One of Coursera’s most popular courses, this Rice University offering is perfect for beginners with little or no Computer Science background. In this 8-week course, you will build a different game each week including classics like Pong, Blackjack, and Asteroids
Level: Beginner | Duration: 9 weeks
2. Beginning Game Programming with C#: Another beginner-level course offered by The University of Colorado. Uses C# which is preferred by some developers using Windows. For a comparison of Python vs. C# for game development, see this thread on GameDev.net
Level: Beginner | Duration: 8 weeks | Next Start Date: To be announced | Read reviews
3. Begin programming: build your first mobile game: This course teaches you to build a basic Android game in Java. Offered by The University of Reading on UK’s FutureLearn platform.
Level: Beginner | Duration: 7 weeks | Next Start Date: To be announced
4. Walker Boys Studio Unity 3D Training: A very comprehensive course that takes you from beginner to developing a 3D game in Unity. The instructors, who have worked at top studios like Ensemble, Firefly, and Terminal Reality, have assembled over 50 hours of content, and have seen over 3.5 million views to date.
Level: Beginner to Advanced | Duration: Self-Paced | Always Available
5. Concepts in Game DevelopmentThis very popular somewhat-theoretical short course on Australia’s Open2Study platform is ideal for beginners looking to dip their toes into game development.
Level: Beginner | Duration: 4 weeks | Next Start Date: To be announced
6. Game Programming A to Z: Space Rocks: This course on Udemy teaches beginners to build a game using free and low-cost tools, such as GIMP, Inkscape, Audacity and GameMaker
Level: Beginner | Duration: Self-paced | Always Available
7. Game Development Crash Course with Corona SDK: Create a simple mobile game using Corona — a tool used by many developers to build mobile apps and games for iOS and Android.
Level: Beginner | Duration: Self-Paced | Always Available
8. gamedev.net: A great community of game developers who share useful articles, answer questions on forums, collaborate on hobby projects, and even post job openings. Great resource for anyone who likes learning in a social setting. 
Level: Beginner to Advanced
Gamification, Game Psychology and Games as Media
9. Gamification: Taught by Wharton professor Kevin Werbach, this is among the earliest and most popular courses on the Coursera Platform. It covers psychological and technological aspects of good game design, and how game design principles can be applied to non-gaming problems.
Level: Beginner | Duration: 10 weeks | Next Start Date: To be announced | Read reviews
10. Gamification Design: This course on Iversity covers how to gamify experiences to make them more interesting. The professor takes gamification seriously — he will reward the best students with a Google Hangout!
Level: Beginner | Duration: 7 weeks | Next Start Date: To be announced
11. Video Games and Learning: This University of Wisconsin-Madison course reviews the kinds of thinking and learning that goes into video games, as they permeate mainstream culture as a source of entertainment.
Level: Beginner | Duration: 6 weeks | Next Start Date: To Be Announced
12. Online Games: Literature, New Media, and Narrative: Tolkien fans — this one’s for you! This 6-week course from Vanderbilt University, designed as an English literature class, covers how stories change as they move across different media (books → movies → games) with Lord Of The Rings as the central example.
Level: Beginner | Duration: 6 weeks |
Game Development for Experienced Developers
13. HTML5 Game Development: This intermediate-level Udacity course (prerequisites include knowledge of HTML and Javascript) is taught by two members of Google’s Chrome team. It covers game development techniques and building a high performance HTML5 application.
Level: Intermediate | Duration: Self-Paced | Next Start Date: Always On
14. General Game Playing: A theoretical mathematics / artificial intelligence course from Stanford about General Game Players, i.e. computer systems that are intelligent enough to play games whose rules they only find out when the game starts (different from say, Deep Blue, which was pre-programmed to play chess). This course requires familiarity with Symbolic Logic and ability to read code.
Level: Advanced | Duration: 8 weeks | Next Start Date: March 31, 2014
15. Game Development Fundamentals with Python: According to the reviews, this Udemy course (taken by over 12,000 students) is good for people with some prior Python programming experience.
Level: Intermediate | Duration: Self-Paced | Always Available
16. Unity3D Environmental Series: Learn to sculpt realistic looking terrain (e.g. snowy mountains) in Unity 3D using this video series.
Level: Intermediate | Duration: Self-Paced | Always Available
Game Art and Design
17. Vertex (e-book on game art): Very comprehensive resource on game art with two 300-page free PDF’s, filled with tips, tricks, and techniques from across the industry. We found this from a hat tip on Reddit.
Level: Intermediate | Duration: Self-Paced | Always Available
18. Game Design Fundamentals: A YouTube talk on game from MIT’s gaming lab.
Level: Beginner | Duration: Self-Paced | Always Available
And finally, here’s your reward for reading this far (gamification FTW!): an awesome TED Talk by game designer and author Jane McGonigal on how gaming can make the world a better place! 
Have you taken any of these courses (or others that you found useful)? Tell us what you think of them in the comments below!
SOURCE:www.mysliderule.com
AUTHOR
 Gautam Tambay .

Wednesday, 24 September 2014

Game Design Books - 2

Hereby these two books are most useful for everyone,who wants to be a game designer and to design their own game in a formal approach.


                             



                                                 Click on the book to read and Download



    


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Saturday, 6 September 2014

GUERRILLA GAME DESIGN: 8 TIPS FOR INDIE GAME DEVELOPERS :2

An early game concept for Liquid Blaze,by Stephen Miller, game development student at Tribeca Flashpoint Media Arts Academy

So you want to become an indie game developer, but you need some help knowing where to start. Take note of these eight tips for independent developers from Tribeca Flashpoint Academy's Antonio Sanders.
1. Get your game on.
"Surveying the scene is one the first and most vital steps to gauging what like-minded professionals are creating and what you can do to be successful."
Spend time playing other indie titles and get inspired. Looking at some finished games will give you a sense of what you’ll want to strive for. Notice the trend toward niche markets and retro fans. Try cutting time back from your Triple-A games as many of them are just old stuff in a new dress. There’s a lot of stagnation in corporate game design at the moment, so indie games thrive at doing what big budget games consider too risky to attempt. Anna Anthropy’s book, Rise of the Videogame Zinesters, offers a great overview of the modern indie game scene.
2. It’s not safe to go alone. Take this.
"Typically, programmers make ugly games. Likewise, game artists often have poor code or weak gameplay. Building a strong, diverse team is a necessary first step."
Game development isn’t a one-person process. It’s time to get used to working with people. Find a reliable, passionate team consisting of a capable artist, designer, producer, and programmer who share your burning desire to make games. It is wise to find diversity in skill; some the best indie titles are made in small groups where each member holds a unique talent.
3. Start small.
"A fun demo, a snippet of gameplay, or a level that is well-thought-out, fun, and aesthetically pleasing is a great jumping off point to pitch to places like PopCap or Activision."
Keeping your ideas simple and tight can be challenging, especially if you’re working with limitless amounts of time. Game Jams are an excellent way to stress the team and develop some quick small-scale projects. If you have trouble finding some in your area, simply hold your own with a few mates. The Game Jam Survival Guide has some good pointers.
4. Learn everything (even the stuff you hate).
"As an indie developer, you'll need to know more and be confident in doing more than the standard industry professional. In smaller teams with less funding no one will have the luxury of specializing. You'll be much more involved over a broader scope of development."
Take some time to study art, business, color theory, marketing, programming, new platforms, new technology, new tools, sound, storytelling, UI design, etc. A good developer needs to be able to function outside of their comfort zone, and it takes a little courage and effort to accomplish this. Even if your team already has a guy or gal taking the reins in a particular area of development, it’s still important to provide help where possible. Your name is on the project, so give it your all.
5. Take advantage of the free stuff.
"Trying to write your own engine, even for experienced programmers can be a massive undertaking that can slow down a project in its vital early hours. Be sure to invest plenty of time in research to see what is worth spending money on, and what the team is most comfortable with creating themselves.”
As with every choice in life, there are pros and cons to each engine out there. To help you do your research, we’ve compiled an incomplete list of free and inexpensive game engines. If you see one you’re unfamiliar with, click through to visit their homepage:
Note: there’s a difference between free software and stolen software. Don’t get mired in legal troubles by using cracked versions of premium software. Buy it, or don’t use it.
6. Commitment is a necessity.
"Stay focused, stay on track, and don't detract from the main project or you'll wind up with nothing to show for months of effort."
It’s happened to the best of us: while working on a project, a new and exciting idea will spring up, and you’ll want to get started on it right away. This is where many amateur game developers make a fatal error and begin project-hopping.
Finishing what you’ve started is a good habit to get into. If the current project is worth completing, then complete it before starting the new project. If the current project just isn’t working out and you feel a fresh idea could reenergize the team, then put the current project on the back burner. Whatever the decision is, it must be a serious, carefully considered one. Don’t let a poorly-formed idea derail months of hard work.
7. Risk-taking is a way of life.
"You need to have faith in your product, but overselling yourself on a project can be very dangerous. It is often wise to work on games as a side project while still pursuing current employment early on, at least until your studio rises in popularity."
As you’ll quickly discover, making indie games isn’t a traditional job, and it doesn’t always yield traditional perks (or paychecks). There is always a chance you won’t see results as big as the effort you’ve put in. Begin asking yourself how much risk you’re willing to accept for a project. Is it worth a second mortgage? Quitting your day job? Maybe it is, maybe it isn’t, but you must anticipate your own limits. Make sure that the possibility of rewards is worth the sacrifices.
8. Start at the beginning. When you reach the end…stop.
"It is very important to schedule out deadlines and stick to them."
Many projects become unwieldy when the industry-coined “feature creep” begins to set in. It’s OK to accept a small handful of innovations, but eventually there comes a time to put new mechanics and ideas on ice; otherwise, projects will grow to colossal undertakings. Knowing when to stop will keep your projects from taking on a life of their own.

(Special thanks to student Bretton Hamilton for facilitating this post.)
SOURCE:www.tfa.edu/

Thursday, 14 August 2014

The guidelines for making a game a week, every week

By Emily Gera

Can you be creative without constraints?
Adriel Wallick, better known in the game jam community under the moniker MsMinotaur, has been making one game a week, every week, for the past 38 weeks. Her answer to the question above, following a period of pure creative freedom which resulted in a lot of time browsing Reddit forums and not much in the way of finished projects, is no.
Speaking at this year's GDC Europe in Cologne, Wallick described the issue of re-educating herself about the creative process as an independent developer.
The result is a four-part set of guidelines for conquering the fear, apathy and "empty Unity projects" that often result when a hopeful indie developer has nothing but ideas and free time.
While independent developers may feel they stand in the shadow of indie powerhouses like The Stanley Parable or Minecraft, Wallick says nobody ever simply sat down and made a successful game — a fact she eventually came to terms with after a period of few creative successes. Creativity grows out of the imposition of constraints, she says.
Wallick's eventual decision to create a game a week came following a suggesting from Rami Ismail, the game developer behind Ridiculous Fishing. Under this system, she says, Wallick's ideas were defined entirely by their constraints. "Whatever you have by Sunday is what you have," she says. "This meant rules, deadlines and constraints."
In other words, it was a way to fight what she refers to as "freedom paralysis."
Here are Wallick's guidelines for battling this common problem among creative individuals who are paralyzed with too many ideas, too much free time and too few constraints:

1. WEEKLY DEADLINE

Wallick calls this the core mechanic of Game A Week. According to the indie dev, this serves as a way to enforce a solid attainable goal, while getting rid of the eternal question: "At what point is a game finished?" Is it finished when it's finally sold? Is it finished when it's a success with the public? This weekly deadline puts a concrete date on when the game is done.

2. REMEMBER THE PUBLIC

Wallick emphasizes the importance of reminding yourself that you are creating something for an audience, describing this as an added sense of accountability. While it's easy to make excuses for why you might not be able to begin a project this very minute, thinking about the public puts the project through the lens of an "outside entity" and you see how unreasonable excuses are. "These people don't care if you'd rather eat a croissant than make a game," she says.

3. A NEW IDEA EVERY WEEK

According to Wallick, forcing yourself to work with a new idea each week will stop you from becoming overly precious regarding creative concepts you may have been obsessing over. Based on her own experience, she says "The nice thing is I cleared all these ideas out and had new space in my head to be constantly inspired. I'll spend first few days thinking I've used up all the ideas in the world. It's hard to be able to have idea freedom when you're clouded by ideas you've been thinking about all the time."

4. REFLECT ON WORK FOR THE WEEK

After releasing the game, Wallick will reflect on what has been created by writing a postmortem where she will focus on where the idea came from. This includes what went right, what went wrong and as a result, she says, you will eventually end up seeing trends of problematic behaviour, particularly problematic time management behaviour.


SOURCE:WWW.POLYGON.COM

Thursday, 26 June 2014

TIPS FOR DEBUT GAME DEVELOPER


TIPS FOR DEBUT GAME DEVELOPER:

                    Everybody has a great idea to develop a new game,then they would have great dreams for their upcoming game with simple game concept.

At this stage

1.Take a paper and start writing about your idea for game,then elaborate the content of the game.

2.Draw the concept game play screen of your game.

3.Add spl.Buttons to the game inorder to navigate or control the game.

4.Insert any rules,interuption while playing game and set the time limit.

5.Draw different screens that the game can be.

6.Imagine like you are playing  game in the different screen shots(drawn).

7.Review your own game script once again then ask question that it will be an addict able game to certain age or all age people.

8.Once again correct the game creation script or rewrite it without changing the concept of your game.

9.Take a new paper then write down neatly about your game script,game play and finalize it.

10.Now just the pre-production work is over.Then get ready to start over the game development process.

11.In order to start the game development process,Choose the suitable game engine for your game script.

For example visit this site:http://www.gamasutra.com/blogs/MikoCharbonneau/20130222/187185/Choosing_the_Perfect_Game_Engine.php

12.After choosing the game engine,learn some tutorials and development tips from their own community page,If any doubts ask your queries in their forum page.

13.Create a notebook for writing some important notes for their game development,
which must contain some basic concepts in developing games.concepts may be like Raycasting,vector,line rendering,etc..

14.Write down the clean and rough flow chart for your developing game.It may also contain algorithm.

15.Prototype the game.If  this step is completed successfully then our developing journey is going is a safe manner.It is major part in developing your game,During prototyping your game you may feel that this won't be succeed due to lack of knowledge.But Don't loose your hope,just keep it learning and trying until your output is achieved.Don't expect the exact output of the game,It need not contain graphics but just the mechanics that how the game works.That is..  

16.The prototype game can be improved better by playing again and again,Since you can find many flaws
while playing,or you may change some mechanics in game since it may be boring.So the game is improved better step by step while developing the game.

17.Once the game mechanics is 100% successful then create graphical elements to attract the gamer,then sound which makes to feel it involved in game.

18.Release the beta version of the game,and listen to the feedback and response of the game among the people and friends.

19.Rectify and correct those reviews to satisfy the gamer's mind which needed to be liked by everyone.

20.Atlast you have done it with many hurdles on the way.You have achieved it,
 Release the game for play in public market and social media. :)