Underlying Assumptions and Concepts: Difference between revisions
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=== It is possible to name re-usable gameplay design concepts === | === It is possible to name re-usable gameplay design concepts === | ||
This assumptions builds on similar assumptions from other design disciplines, most specifically the design pattern approach introduced in Architecture<ref name="Alexander"> and commonly used in object-oriented programming<ref name="Gamma"/>. | This assumptions builds on similar assumptions from other design disciplines, most specifically the design pattern approach introduced in Architecture<ref name="Alexander"/> and commonly used in object-oriented programming<ref name="Gamma"/>. | ||
Revision as of 09:43, 19 November 2010
Assumptions
It is possible to name re-usable gameplay design concepts
This assumptions builds on similar assumptions from other design disciplines, most specifically the design pattern approach introduced in Architecture<ref name="Alexander"/> and commonly used in object-oriented programming<ref name="Gamma"/>.
Concepts
References
<references> <ref name="Alexander"></ref> <ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.</ref> <ref name="Gamma">
Erich Gamma (Author), Richard Helm (Author), Ralph Johnson (Author), John M. Vlissides
Design Patterns: Elements of Reusable Object-Oriented Software. </ref>
ISBN-10: 0201633612 ISBN-13: 978-0201633610. </references>