Game Development Reference
In-Depth Information
You probably noticed that nothing in this list defines how any of
these assets should look/sound, but this list defines just the objects
and events they are associated with. What the assets look like
should largely be irrelevant to you as the developer, provided they
meet your or your company
squalitystandardsandanytechnical
requirements, which leads us to the next step.
'
Step 5
Make a list of technical requirements for your game. This will
include two sets of criteria: (1) the system requirements of the end
user playing the game and (2) any server-side requirements your
game needs in order to function, such as a database and any
scripts necessary to connect to it. For a simple game, these require-
ments should be fairly succinct, and if you are building the game
for clients that are going to host it themselves, this list may have
been provided to you entirely.
Let
s
audience. Unless the game is an exact copy of another title
you
'
s start with the system requirements for the game
'
tknowtheexact
machine requirements necessary to run the game smoothly. Any
estimates you make will be vetted for accuracy during the testing
process. At the very least, you can set a screen resolution and
minimum version of the Flash player that is capable of running
the game. One note about the Flash player is that Adobe now
periodically releases minor updates that add features in addition
tofixingbugs.Asaresult,youmustbecognizantofanycutting-
edge features that might necessitate a particularly patched version
of the player.
Here is an example:
Flash player major version: 10
Flash player minor version: 10.0.2.13
Screen resolution: 1024
'
ve already released, you probably won
'
768 or higher
Connection speed: DSL or higher
RAM: 512 MB+
CPU: 1.5 GHz+
These are fairly modest requirements for Flash games on the
Web. Obviously during the testing and QA (quality assurance) pro-
cess, you can adjust your initial numbers as necessitated by the
game
×
'
s feature set. Games with a lot of motion and many objects
moving on the screen at once are obviously going to need more
computing horsepower than a single screen with static game
pieces. Sometimes a feature can be compelling enough to justify a
trade-off in higher system requirements and thus a reduced
audience. This decision must not be made lightly, however. For
instance, more robust AI that makes the game more enjoyable but
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