CIS 350 – I
Download
1 / 75

CIS 350 - PowerPoint PPT Presentation


  • 311 Views
  • Uploaded on

CIS 350 – I Game Programming Instructor: Rolf Lakaemper. Part II: Game Genres. Genres. ADVENTURES. Genres. Adventure Games cast the player as the protagonist of a story in which the player participates Solving of puzzles, finding various artifacts Sub-genres: Textbased Graphical

loader
I am the owner, or an agent authorized to act on behalf of the owner, of the copyrighted work described.
capcha
Download Presentation

PowerPoint Slideshow about 'CIS 350 ' - RoyLauris


An Image/Link below is provided (as is) to download presentation

Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author.While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server.


- - - - - - - - - - - - - - - - - - - - - - - - - - E N D - - - - - - - - - - - - - - - - - - - - - - - - - -
Presentation Transcript
Slide1 l.jpg

CIS 350 – I

Game Programming

Instructor: Rolf Lakaemper


Slide2 l.jpg

Part II:

Game Genres


Slide3 l.jpg

Genres

ADVENTURES


Slide4 l.jpg

Genres

  • Adventure Games cast the player as the protagonist of a story in which the player participates

  • Solving of puzzles, finding various artifacts

  • Sub-genres:

    • Textbased

    • Graphical

    • Action


Slide5 l.jpg

Genres

  • Textbased Adventures:

  • First adventures

  • Typical use of verb-noun phraser

  • Earliest titles: ‘Hunt the Wumpus’ (G. Yob, 1972, Basic Game) and ‘Adventure’ (W. Crowther, 1972)


Slide6 l.jpg

Genres

‘Hunt the Wumpus’

Essentially, you're wandering through a network of numbered caves, looking for the Wumpus; when it's nearby, you'll smell it, and you can try to kill it by shooting into one of the caves that's near you. If you wander into the same cave as the Wumpus, you die. Other hazards include bats--which pick you up and dump you somewhere else--and pits, which kill you.

source code !


Slide7 l.jpg

Genres

…or ZORK (1981)


Slide8 l.jpg

Genres

Hybrid Text / Graphic

The Hobbit (1982)

spectrum emulator


Slide9 l.jpg

Genres

  • Graphic Adventure

  • Graphical (point and click) Interface

  • Introduced by Sierra Online’s King’s Quest 1984

  • Lucas Arts: Maniac Mansion 1987


Slide10 l.jpg

Genres

King’s Quest I (by Roberta Williams)


Slide11 l.jpg

Genres

  • Action Adventure

  • The only commercially successfully remaining action genre

  • Reflex Based as well as puzzle solving

  • Most prominent: The Legend of Zelda, Nintendo, 1986 (US: 1987 on NES)


Slide12 l.jpg

Genres

Legend of Zelda, NES 1987


Slide13 l.jpg

Genres

Legend of Zelda: The Wind Waker, Game Cube 2004


Slide14 l.jpg

Genres

  • Educational Games

  • Attempt to teach the user using the game as a vehicle

  • Mostly target young users

  • Growing market !

  • …can also teach programming on a very high though entertaining level, e.g. ‘Robot Wars’

  • Best known: ‘Carmen Sandiego’


Slide15 l.jpg

Genres

  • Example: ‘Alpha Beth’ 1985

  • PLAY


Slide16 l.jpg

Genres

  • Fighting (Beat’em Up)

  • Emphasize on one-on-one combat between (two) players

  • Usually focus on martial arts

  • Usually as dramatic and physically impossible as comical

  • Sophisticated interfaces !

  • Early title: ‘Way of the exploding fist’, Melbourne House 1985 PLAY!


Slide17 l.jpg

Genres

‘Way of the exploding fist’,

Melbourne House 1985, Sinclair Spectrum Version


Slide18 l.jpg

Genres

‘Mortal Combat: Deadly Alliance’,

Midway,2002, XBOX


Slide19 l.jpg

Genres

  • First Person Shooter

  • Emphasize shooting and combat from a specific perspective, most of them place player behind hand/weapon

  • Tend to be scaringly violent

  • 3D effect is usually enhanced by 3D-sound

  • Most prominent: DOOM, Quake, HALO

  • First title: …


Slide20 l.jpg

Genres

  • SPASIM, 1974

  • Space Simulation

  • 3D 32 person network multiplayer game

  • Written for Champaign Urbana University of Illinois PLATO network

  • The PLATO system had hundreds of plasma panel terminals (512*512 graphics displays) around the US with 1200bps connections into a CDC Cyber 6400 mainframe


Slide21 l.jpg

Genres

  • Battlezone, ATARI, 1980


Slide22 l.jpg

Genres

  • Rescue on Fractalus

  • Activision,1986, Spectrum Version


Slide23 l.jpg

Genres

  • DOOM

  • Id software,1993


Slide24 l.jpg

Genres

  • HALO

  • Xbox,Bungie Studios,2001


Slide25 l.jpg

Genres

  • FPS introduced a new technique to game programming: 3D engines, independent from game rules, logic and final graphics are utilized for multiple games

  • FPS are the most controversive games, due to their realism and violence, e.g. the Columbine Highschool Shooting was put in connection with them

  • The combination of AI, real time graphics, physical modelling makes them the most sophisticated programs the gaming area


Slide26 l.jpg

Genres

  • MMOGs

  • (Massive Multiplayer Online Games)

  • Subscription based virtual worlds for thousands of players to interact together

  • Titles: Ultima Online, Everquest etc.


Slide27 l.jpg

Genres

Everquest


Slide28 l.jpg

Genres

  • Platform Games

  • Probably the best known genre, ‘the’ computer game

  • Running, jumping etc. on 2D or 3D platform

  • ‘Side-scrollers’, usually (2d) from a side perspective.

  • Most prominent: Mario Brothers, Donkey Kong, Lode Runner, Sonic, …


Slide29 l.jpg

Genres

Jumpman

1983, ATARI 400


Slide30 l.jpg

Genres

Donkey Kong

Nintendo, 1981


Slide31 l.jpg

Genres

Mario Bros

Nintendo, 1983


Slide32 l.jpg

Genres

Super Mario Bros

Nintendo, 1985


Slide33 l.jpg

Genres

Mission Elevator

Micro Partner/Magic Bytes 1986


Slide34 l.jpg

Genres

Mission Elevator

(Graphics by

Bettina Wiedner)


Slide35 l.jpg

Genres

Donkey Kong Country 2

Game Cube, 2003


Slide36 l.jpg

Genres

Super Mario Sunshine

Nintendo Game Cube, 2002


Slide37 l.jpg

Genres

  • PUZZLE Games

  • Require the gamer to solve logic puzzles or navigate complex locations such as mazes.

  • Genre crosses frequently with adventure and educational games

  • Titles: Tetris, Sokoban, Boulderdash,…


Slide38 l.jpg

Genres

Tetris

1985 Alexey Pazhitnov, Vadim Gerasimov


Slide39 l.jpg

Genres

Boulderdash

1987 Databyte


Slide40 l.jpg

Genres

  • RACING GAMES

  • Place player in the driver seat of vehicle

  • Emerging in early 80s

  • Extremely popular

  • Various input devices

  • Titles: OutRun, MarioKart,…


Slide41 l.jpg

Genres

OutRun

SEGA, 1986


Slide42 l.jpg

Genres

MarioKart Double Dash

Nintendo, 2004


Slide43 l.jpg

Genres

  • Role Playing

  • Player acts as adventurer who specializes in certain skills

  • Emerged from board (pencil&paper) role playing games

  • Usually science fiction or fantasy setting

  • Titles: Ultima, Diablo, …


Slide44 l.jpg

Genres

  • ULTIMA 1

  • 1980

  • Written in basic

  • 3000 lines of code

  • Memory takes less than one texture in current version…


Slide45 l.jpg

Genres

ULTIMA 1, 1980


Slide46 l.jpg

Genres

ULTIMA 9, 1999


Slide47 l.jpg

Genres

  • Fixed Shooters

  • The classic 2D shooters

  • Space Invaders, Galaga, R-Type, …


Slide48 l.jpg

Genres

Space Invaders

Galaga


Slide49 l.jpg

Genres

  • Simulation

  • Aim to simulate a specific activity (e.g. flying an airplane / running a company) as realistically as possible

  • Usually time consuming to play, huge manuals etc.

  • Titles: Little Comp. People, MS Flight Sim., The Sims, Medieval,Warcraft,…

  • The SIMS is the most popular game ever !


Slide50 l.jpg

Genres

Little Computer People

Activision, 1985, C64


Slide51 l.jpg

Genres

The SIMS

Bill Wright,Maxis, 2000


Slide52 l.jpg

Genres

Sports

Well, sports simulation, of course.


Slide53 l.jpg

Genres

Winter Games

EPYX, 1983,C64


Slide54 l.jpg

Genres

  • Strategy

  • Focus on careful planning and skillful resource management

  • Thinking games

  • Often turn based

  • Usually war strategy

  • Titles: M.U.L.E., Civilization, War Craft,…


Slide55 l.jpg

Genres

M.U.L.E

EA, 1983


Slide56 l.jpg

Genres

  • Civilization 1

  • Sid Meier, Microprose,1991, DOS


Slide57 l.jpg

Genres

  • WarCraft III

  • Blizzard, 2003, PC


Slide58 l.jpg

Genres

  • Traditional

  • Board Games

  • Card Games

  • ETC


Slide59 l.jpg

Genres

  • Requirements of Genres:

  • Hardware

  • Computational power

  • Graphical abilities (color, resolution)

  • Graphic. comp. Power (Co-processing graphic cards)

  • Memory

  • Sound

  • Input / output devices


Slide60 l.jpg

Genres

  • Software

  • AI

  • Physical Modelling

  • Sophisticated Data Structures


Slide61 l.jpg

Genres

  • Design

  • Story

  • Playability

  • User Interface

  • Realism



Slide63 l.jpg

Genres

Which genre is the easiest to design and program ?


Slide64 l.jpg

Game Industry

Some numbers out of the world

of the

Game Industry

(source: www.gamasutra.com)


Slide65 l.jpg

Game Industry

  • Mission Elevator

  • Publisher: Magic Bytes

  • Number of full-time developers: 0

  • Number of part-time developers: 3

  • Length of development: 14 months

  • Release date: 1985

  • Target platform: Amstrad CPC, C64

  • Development hardware: Amstrad CPC, C64

  • Development software used: Paper and Pencil, selfmade assembling help, some BASIC tools

  • Project size: 48kB

  • Budget: 10.000$ (for conversion to diff. Systems)


Slide66 l.jpg

Game Industry

  • Grand Monster Slam

  • Publisher: Magic Bytes/Rainbow Arts

  • Number of full-time developers: 6

  • Number of part-time developers: 1

  • Length of development: 8 months

  • Release date: 1989

  • Target platform: AMIGA, ATARI ST, C64

  • Development hardware: proprietary: ATARI ST connected to AMIGA

  • Development software used: Graphic Tools, SEKA Assembler

  • Project size: 4MB

  • Budget: 100.000$


Slide67 l.jpg

Game Industry

  • SPLINTER CELL

  • Publisher: Ubi Soft

  • Number of full-time developers: 76

  • Number of contractors:18

  • Length of development: 5 months

  • Release date: March 28, 2003

  • Target platform: PlayStation 2

  • Development hardware: PS2 dev tools, PCs avg.

  • Athlon dual 1800+

  • Development software used: Unreal Warfare, Code Warrior, 3D Max, Photoshop, Ubi's animation tools, Optpix, Microsoft Visual SourceSafe

  • Project size: 3.47GB

  • Budget: ?


Slide68 l.jpg

Game Industry

  • STAR WARS: Rogue Leader

  • Publisher: Lucas Arts Entertainment

  • Number of full-time developers: 30

  • Number of contractors: 2

  • Estimated budget: $3.5 million

  • Length of development: 9 months

  • Release date: November 8, 2001

  • Platform: Nintendo Gamecube

  • Development hardware used: GDEV & 1GHz PC, running Windows 2000

  • Development software used: SN Systems for Gamecube, Slickedit, Maya

  • Notable technologies: MusyX 2.0

  • Project size: 14.2MB of source in 859 files, in-game source data 6.4GB in 10,075 files


Slide69 l.jpg

Game Industry

  • DIABLO 2

  • Publisher: Blizzard Entertainment

  • Full-Time Developers: 40

  • Length of Development: 3 years.

  • Release Date: June 28, 2000.

  • Platforms: PC and Macintosh.

  • Hardware Used: Typical programmer workstation: 500 MHz Pentium II running Windows NT with 128MB RAM and 9GB hard drive. Typical artist workstation: dual 500 MHz Pentium IIs running Windows NT with 256MB RAM and 14GB hard drive.

  • Software Used: 3D Studio Max, Photoshop, Microsoft Developer Studio/Visual Studio and SourceSafe


Slide70 l.jpg

Game Industry

  • DIABLO 2

  • From “Diablo2: what went wrong”:

  • (http://www.gamasutra.com/features/20001025/schaefer_03.htm)

  • “We developed the original Diablo with almost no proprietary tools at all. We cut out all the background tiles by hand and used commercial software to process the character art. Spells and monsters were balanced by verbal estimates ("Hey, lets make the lightning about ten percent weaker."). Diablo II's vastly increased scale required much better tools, and we made some, but not enough. “


Slide71 l.jpg

Game Industry

  • What’s in for

  • YOU ?


Slide72 l.jpg

Game Industry

  • Salary Survey 2003

  • (from GAME DEVELOPER Magazine)

  • websource:http://www.gamasutra.com/features/20040211/olsen_01.shtml

  • Questioning among GAME DEVELOPER subscribers

  • About 2750 responses used for survey

  • Excluded: <10.000$, >300.000$


Slide73 l.jpg

Game Industry

Programming


Slide74 l.jpg

Game Industry

Art & Animation


Slide75 l.jpg

Game Industry

Game Design


ad