Game Development Reference
In-Depth Information
A Little Groundwork
Before we get too far into Flash, it
s important to lay a foundation
for game development, so we understand the terminology that
will be used throughout the rest of the topic. Refer back to this
chapter when you forget what a term means or how it applies in
a particular situation. If you start to feel a little overwhelmed by
all the long words and abstract concepts, don
development (particularly efficient, well-executed development) is
complicated, and there
s nothing wrong in admitting it. Remem-
ber that anyone who has programmed a game has suffered the
same anxieties and doubt. Like anything in life, it will require
practice and real-world experience to become proficient in game
development. So grab a cup of your favorite caffeine-infused
beverage, and let
Common Game Types
There are many different types of games (and some games that
pride themselves on being unable to be easily categorized), but
most can be classified into one of the following genres.
Adventure-style games are typically story-driven and have one or
more central characters. These games are perceived the most like
movies (some have been known to have the production budget of
one) and can rely heavily on dialogue, exploration, and logical pro-
blem solving to move the player through the narrative. Adventure
games were especially popular during the late 1980s and early
1990s, with LucasArts and Sierra producing some of the finest
examples of the genre. This game type has had a resurgence of
sorts in Flash due to its art-driven production pipeline and the
typically lower system requirements.
Figure 1.1 Mountain Dew
Capture the Cube Game.
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