METHOD OF DESIGNING MULTIPLE COMPUTER GAMES
A method of designing multiple computer games, using a software module running on a processor, in which the module enables pre-defined kinds of game design functions to be implemented across multiple different computer games; and in which the module implements multiple pre-defined kinds of common game design functions; and is extensible in that new components can be added to the module to create new functionality.
1 . A method of designing multiple computer games, using a software module running on a processor, in which the module enables pre-defined kinds of game design functions to be implemented across multiple different computer games;
and in which the module implements multiple pre-defined kinds of common game design functions;
and is extensible in that new components can be added to the module to create new functionality.
2 . The method of claim 1 in which the module uses a Model View Controller (MVC) software architecture pattern.
3 . The method of claim 2 in which the MVC uses entities, and enables components to be combined to create new entities.
4 . The method of claim 1 in which the common game design functions include generating a game board of defined size and layout.
5 . The method of claim 1 in which the common game design functions include game rules or game-play logic, such as switching objects, matching objects, removing objects, and generating objects.
6 . The method of claim 1 in which the common game design functions include all of switching objects, matching objects, removing objects, and generating objects.
7 . The method of claim 1 in which the common game design functions include common game rules.
8 . The method of claim 7 in which the module allows new game rules to be designed and included within the module
9 . The method of claim 1 in which the common game design functions include creating new game levels.
10 . The method of claim 1 in which the module enables debug tracking data to be stored, such as storing the board state, history of all moves.
11 . The method of claim 1 in which the module receives events that trigger the game logic to be processed and then fires off new events that can be used to draw graphics.
12 . The method of claim 1 which includes the step of:
using data analytics to understand the impact of changes to the game design in terms of player engagement and/or monetisation and;
implementing changes to the game design, including frequent changes such as daily or weekly changes, to optimise player engagement and/or monetisation.
13 . The method of claim 1 which includes the step of deploying multiple different computer games on a game playing web site hosting a large number of computer games, the games each including the software module;
using data analytics to measure player engagement and/or monetisation of a game;
for games that provide sufficiently high levels of player engagement and/or monetisation, migrating those games to a platform that supports mobile game play on smartphones, tablets and also PCs.
14 . The method of claim 13 in which, for games that provide sufficiently high levels of player engagement and/or monetisation, the further step of using the software module to add extra game play levels and additional game design functions.
15 . The method of claim 14 including the step of using the software module to regularly add extra game play levels and additional game design functions, potentially indefinitely.
16 . The method of claim 15 when used to enable social casual games to be rapidly created and revised.
17 . The method of claim 15 when used to enable switcher games to be rapidly created and revised.
18 . The method of claim 15 when used to enable match-3 games to be rapidly created and revised.
19 . The method of claim 15 when used to enable clicker games to be rapidly created and revised.