This handy checklist from the folks at Mantacore Games is one of the most concise, soup-to-nuts overviews of just about everything you need to check for before publishing a game as games get more complicated now a days you need to be careful with this, while if what you want is to play, you should try the olympic kingsway casinos to play games and make some money online as well. Although this guide is geared towards games played in 3D space, most of these rules apply to any kind of game. You can find the original article here.
Game Design
Game Cycles
- The game has an ending.
- The game restarts at the end of a round.
- The game has a way to win
- The game has a way to lose.
- Players can tell if they won or lost.
- There is content to give players closure at the end.
Progress and Improvement
- Players have a way of knowing how they did in the game.
- There is a way for players to improve if they play again.
- Players can compare their performances to other players.
- Players can test different methods and see if they improve performance throughout the game.
- Players can see a comparison of their performance over time.
- There are rewards to distinguish top players.
Gameplay
Player Abilities
- Players have all the abilities they need to play when they connect to the game.
- Items that need to be picked up can be picked up.
- Special player abilities are enabled or disabled at the correct times.
- Players can or can not fly.
- Players can or can not swim.
- Players can or can not ride a mount.
- The game shows players what they should be able to do in an intuitive way.
- Players can choose an alternative way to do extremely challenging movements.
Map
- Players can access every space they need to play the game
- Players cannot go places that are not part of the game.
- There are no parts of the map where players can accidentally get trapped.
- Players can clearly distinguish where they are able to go.
- Different areas of the map offer different experiences.
- Places players cannot go still look interesting and support the feeling of the game
Multiplayer and Networking
General Multiplayer
- The game has been tested with different numbers of players.
- The maximum number of allowed players can all play the game together easily.
- The maximum and minimum number or players are adjusted based on how many people are usually playing to allow games as often as possible.
Teams
- Players are divided evenly into teams.
- Players can tell what team they are on.
- Players can tell which points on the map are assigned to each team.
- Score and User Interface information quickly identify the relevant team.
Networking
- Objects with associated scripts are networked.
- Props and scenery that do not have interaction are not networked.
- Objects that players can interact with regardless of other players are in the client context.
- Objects that can be interacted with by players in a way that affects other players are in the server context.
User Interface
Gameplay Information
- Players can see the goals of the game from the interface.
- Players can see the current status of the game.
- Players can tell who each other are, using nameplates or other game-specific labels.
Tutorial
- Players can read about how to play the game.
- Players can refer back to tutorial information throughout the game.
- There are hints for players who get stuck.
Accessibility
- Important information is given to players in more than one way.
- When colors are used to distinguish game elements, the colors have a different brightness.
- Audio elements are supported with visual elements, and visual elements also have audio elements.
- Text is big enough to read during gameplay.
- There is enough contrast between text and the background to read it.
Visuals and Audio
Lighting
- The lighting allows players to see all the important elements of the game.
- The lighting draws players’ attention to important parts of the game.
- The lighting supports the mood of the game.
Visual Effects
- Visual effects are working as expected.
- The visual effects make gameplay easier to understand.
- There are no visual effects that are confusing or distracting except by design.
Audio
- Audio works and is not too soft or too loud.
- Audio helps players understand what is happening.
- Audio supports the feel of the game.