Theprocess of designing a game involvesmany phases.We can summarize thework of the game designer as satisfactorily converting\nthe idea in their mind to a digital game, which is not a simple task. Therefore, game designers should have a variety of tools to assist\nthem. However, there are not that many specialized tools to support the game design process. Herein, we describe the experience\nof using Pegasus to design a part of a game. We propose an environment to simulate progression games based on game design\npatterns. Thus, we described the interaction of the game designer with Pegasus in such an environment, in order to support the\nprocess of creating, testing, and refining game elements before proceeding to the programming phase. Each configuration of the\ngame elements corresponded to a simulation that could be performed multiple times, like in discrete event simulation. The results\nshowed that Pegasus has the potential to support game design. Additionally, we presented some support components that were\ncreated to facilitate the use of the tool.
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