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Contents
 

As you can see from the outline of this article below (that's the 'Making' section), this third article is mostly advice on how to make the parts of your game. The main point of it article is in section II, and after that I go from game aspect to game aspect, giving what advice I (and Harlock and Charbile) can give in each, with particular emphasis on graphics and gameplay, since most of your story should already be in your game's design document. There is also an emphasis near the end of links toward resources (programs, articles, etc., that are useful to a game designer).

Additionally, I've collected parts 1 and 2 (with some editing and rewording, especially in the case of part 1, which nearly doubled in size), and put them all together right here, in case there is a wish to read or re-read those. Together, they make up an article several hundred pages long. You can consider it a book-length article or you can consider it to be a collection of connected mini-articles. The page estimations are based on the text-format 53% rule: In my experience a book in text format has a '100kb of data for 53 average-sized pages' ratio. I measure only text, picture space is not counted toward the total. In any case, this page is the complete directory to most everything I've publically written on game design in the year 2001 (and a few days of 2002).
 

P r e - p l a n n i n g

I. 
Deciding to Create a Game  page 1
   -Introduction
   -Considerations
   -Implications of the First Consideration: What is a Good Game?
   -Implications of the Second Consideration: How Much Time Will It Take?
   -Implications of the Third Consideration: How Can You Get Better?

P l a n n i n g

I.
Planning Introduction  page 26
II.
Of the Necessities of the Mental Model and the Plan page 30
III.
Of Knowing What Thing You Create, and the Parts Thereof page 34
   -Of Planning Gameplay Architecture
   -Of Planning Characters, Imaginative World, and Plot
   -Of Planning Visual Artistry
   -Of Planning Direction
IV.
Glimpses of a Planned Game page 64
   -Story.doc & Final Fantasy 4
       -Setting Elements Make Up the Imaginary World
       -Characters Make Up the Cast
       -Scene Events Make Up the Plot
   -Design.doc & Final Fantasy 4
       -Exploration Gameplay
       -Battle Gameplay
       -Battle Preparation Gameplay
   -Lists.doc & Final Fantasy 4
V.
The Planning Process and Other Concerns page 90
VI.
References & Notes for Part 2 page 96

M a k i n g

I.
Making Introduction page 97
   -Introduction
   -Words of Wariness
   -Evil and Game Design
II.
Game Development as Picture Development page 105
III.
An Outline of the 'What' of Your Game page 111
   -The Waterfall Approach
   -The Spiderweb Approach
IV.
Graphics 1 - Introduction and Preparation to Graphics page 119
   -Graphics Introduction: Why use graphics?
   -Graphics Programs
   -Placeholder Graphics
V.
Graphics 2 - Map and Walkabout Visualization page 125
   -Maptiles
   -Walkabouts
   -More on Walkabouts
VI.
Graphics 3 - Battle Visualization page 135
   -Battle Backgrounds
   -Hero Graphics (by Charbile)
   -Enemy Graphics
   -Weapon Graphics (by Harlock)
   -Attack Animations
VII.
Graphics 4 - Miscellaneous Visualization page 180
   -Cutscenes & Title Screen
   -FMV: Moving Cutscenes
   -Font
   -Functional Graphics
   -Graphics Summary
VIII.
Putting in Story page 190
   -Story: Scenes
   -Story: Non-Scenes
   -Story: Plotscripting Scenes: Direction
   -Story: Plotscripting Scenes: Alt+Enter
IX.
Gameplay 1 - Ability Improving Systems page 215
X.
Gameplay 2 - Battle System & Battle Preparation System page 221
   -Battle Gameplay in General
   -Battle Gameplay: Balancing Attacks
   -Battle Gameplay: Balancing Attack Distribution
   -Battle Gameplay: Items
   -Battle Gameplay: Equipment
   -Battle Gameplay: Weapons
   -Battle Gameplay: Enemies
   -Battle Gameplay: Enemy Formations
XI.
Gameplay 3 - Maps & Level Design page 248
   -Maps: Maps as Puzzles
   -Maps: Safe Maps
   -Maps: Danger Maps
XII.
Music page 255
   -Music in Games in General
   -Music Programs
   -Midi to Bam
   -Making Music Tips & Tactics
   -Ripping Music, and the Public Domain
XIII.
Finalities page 261
   -Tweaking & Perfecting
   -Playtesting
   -Copyright Laws
   -User Documentation
   -Pre-Release
   -Reviews and Criticism
XIV.
References, Reading, and Resources page 267
XV.
The Future of Game Design page 274
XVI.
Tilde and the Mask of :P (TO BE ADDED IN A WEEK) page 287
XVII.
Index (TO BE ADDED LATER) page ---
 
 
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