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2021-04-02 淮安装修公司
至真照明加盟 绿色无污染的家居品牌灯饰
中山市是群星荟萃、星河璀璨的世界灯饰之都,家居品牌灯饰
紧接着还将推出Facebook版和Android版。我们已经迫不及待了。((转自游戏邦))Prototyping at Wooga: How to find the needle in the haystackby Antti HattaraBeing successful on mobile is no small ether you re a indie developer or a more established company, choosing the right projects to work on can be a demanding task.I lead the Pocket Studio at Wooga, where we re focused on making casual, mass-market ing in the business of making games, there s a seemingly simple way of telling if a prototype is a winner; is it fun?That sounds straightforward. But how do you evaluate this?While it s by no means a perfect recipe for success, a three-phase framework currently helps us evaluate our ase One: The PitchA new idea always starts with a person and the ideas themselves can come in many different me can be harder than others to explain, and at this stage it s usual that most ideas sound like they could have a lot of make the ideas more comparable we reduce them to a pitch line and a one-pager that communicates the core gameplay and the twist (or why it is unique, or better).It sounds short, but one page should be enough to successfully communicate the idea and why it s special. It also pushes you to think from the player s th the one pager a few things should be clear:Objective: Is it clear what we want to do/achieve?Opportunity: Does it sound appealing?Manageable scope: Does it have a well-defined and clear goal? An understandable spec?Desire: Is it appealing to work on? Is there potential for iterations?If there are several different ideas, this process helps us evaluate which adds the biggest twist or is the most unique and which has the biggest potential re s an example of something we moved forward with; a move-based, line-drawing puzzle game with re we could see that we d be testing the mechanic with levels, and that this would make it easier and faster to ase Two: The Prototype ScoringWith the prototype we re looking at two things; is it intuitive, and is it replayable?To find out if it is intuitive we do user testing. We want to confirm that the basics are in order, that the theme is exciting, and that there is an intuitive you are going for a mass-market game those are going to be tough to fix evaluate these you need to have reference benchmarks which can either be previous tests or tests done with a competitors game. One s sneakier than the other, but both e second step is to add some method of scoring into the game that sets the focus and gives you a rough, yet broad, overview of your game s strengths and weaknesses. It also introduces meaningful choice, essential for making a game th Jelly Splash we used level targets, and in Pocket Village we used ese both meant that players would come back, and with Pocket Village in particular, players would have to make choices that determine the course of their progression with limited moves or ase 3: CompetitionsBy this stage the aim should be to have a fun game that is approachable. In phase 3, our objective is to test The depth of design, and Extendability (i.e. get a sense of how much the game requires on the content side).A competition helps test the game with a larger amount of users and over a longer period of time. We used a Facebook group to source players to share their experiences and om here, we could measure engagement and a lot of players are dropping out at level 3, then chances are level 3 is too adding a 3-star scoring system enough to ensure people come back, or would a high score list be better suited to your game?These are all scenarios this stage should answer. If people simply aren t coming back, is it time to call it a day on this prototype?But if the third stage is successful, you might just be onto a mmaryThis is by no means a fixed recipe for success I wish!Tastes changes, players evolve and there is no sure fire bet in the app world. This approach has served us well so far, though, and sticking to the following three steps has already produced some interesting ase 1: The game should be well defined and appealing, i.e. the core and the twistPhase 2: Intuitive replayable, i.e. solid idea for fun via meaningful choicePhase 3: Engaging extendable, i.e. scalable and the design works for free-to-playThe examples used in this article for LINES have since turned into Jelly e game has passed every test we could throw at it, and so we announced it today on stage at Casual Connect SF will launch on iPhone and iPad on 15 August, shortly followed by the Facebook and Android versions of the game. We can t wait.(source:pocketgamer) 文章导航Previous Previous post: 手游和主机游戏研发应互相学习什么?下一条 Next post: 张柏芝、谢霆锋和王菲,至真照明加盟,产品涵盖家居灯饰、商业照明、酒店照明、户外照明四大系列40多个大类,等近千款产品。让你投资更加有市场,是你选择投资加盟的不错选择!
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真灯饰品牌;光源、电器、荧光灯具、LED灯具、清洁能源灯具、开关插座、智能控制系统等40多个大类;台灯、吊灯、落地灯、儿童灯、低压吸顶水晶灯、壁灯、射灯、筒灯等近千款产品。集生产、研发、销售于一体的专业照明公司,多年来致力于灯饰灯具产品的研发及生产。是中山市至品真照明电器科技有限公司的顶尖级产品!家居品牌灯饰,至真照明加盟,无论是商用照明、还是居室照明,所需一切灯饰、光源、五金电料,均可从至真实现一站式购齐,可以全面满足高、中、低档不同消费层次人群的品味照明需求。
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