Tuesday, 17 May 2011

Finished Instruction Manual Design


After developing and play testing the game, the concepts were constantly re-considered as to what worked well and what didn't, and what other new ideas could be implemented.
Based on the prior concepts, new and finished concepts the rules were developed. Their does not seem to be any loop holes, but only a lot more further testing could prove that.
The rules were written up with the ambition for them to be as straight forward, clear and easy to understand as possible. You don't want an instructions book to be any bigger or complex than it needs to be so people won't mind reading it, another way to encourage this is to make it very attractive with plenty of nice pictures and colours to break up and supplement the text. Not only do you want the rule book to tell the player hot to play but also to excite them about playing, so try and cover some of the great aspects and possibilities of the game.
A font very close to the one in the video game manual was found: Tekton Pro
The design like the cards was based on the artifacts already created and the video games instruction booklet (posted in a prior post) and in game menus seen here:


As you can see the main colour scheme uses dark reds and pale blues.
As said before by closely following the video games design with not just the game play design but also the artifact design you can help draw in fans of the video game so if this game came into being, it is not just a unique physical game to excite gamers but you will already have some likely customers (Super Smash Bros fans) and you need to support them with this nostalgia. But not only that by following this design it will mean that you are following good design techniques.

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