Got 15 minutes to spare? Watch Martin Jonasson and Petri Purho explain how to use the concept of "juiciness" to turn a boring old Breakout clone into something way more exciting.
Watch the Video
Martin Jonasson runs Grapefrukt, where he posts a selection of his games, webbfarbror, where you can contact him to do work on commission, and prototyprally, a blog about rapid prototyping games using Flash.
The term "juice" was coined in How to Prototype a Game in Under 7 Days:
“Juice” was our wet little term for constant and bountiful user feedback. A juicy game element will bounce and wiggle and squirt and make a little noise when you touch it. A juicy game feels alive and responds to everything you do – tons of cascading action and response for minimal user input. It makes the player feel powerful and in control of the world, and it coaches them through the rules of the game by constantly letting them know on a per-interaction basis how they are doing.
There are plenty of additional links on the YouTube page for the video as well:
- Robert Penner's Easing Equations
- Game Feel, a book by Steve Swink
- How to Prototype a Game in Under 7 Days
- Make It Juicy! by Emily Short
- Principles of Animation
- The Art of Diablo III
- GUI Design and Easing Functions
- Transitions: The Importance of Curves
- Tim Groleau's Easing Function Generator
Big thanks to Christer Kaitila for bringing this video to my attention!
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