1 / 48

240-492 Games Programming with Java

240-492 Games Programming with Java. Montri Karnjanadecha Andrew Davison. Chapter 1 Introduction to Game Programming. Outline. What is a game? Why do people play games? Taxonomy of computer games The computer as a game technology The game design sequence Design techniques and ideas

badru
Download Presentation

240-492 Games Programming with Java

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. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. 240-492Games Programming with Java Montri Karnjanadecha Andrew Davison 240-492 Games Programming with Java ::: Introduction :::

  2. Chapter 1Introduction to Game Programming 240-492 Games Programming with Java ::: Introduction :::

  3. Outline • What is a game? • Why do people play games? • Taxonomy of computer games • The computer as a game technology • The game design sequence • Design techniques and ideas • The future of computer games Reference: http://www.erasmatazz.com/free/AoCGD.pdf 240-492 Games Programming with Java ::: Introduction :::

  4. What is a Game? • Board games • Card games • Athletic games • Children’s games • Computer games 240-492 Games Programming with Java ::: Introduction :::

  5. Board Games • Consists of playing surface divided into sectors populated by a set of movable pieces • The pieces are directly related to players • Playing surface represents an environment • Players maneuver their pieces across the playing surface to: • capture other player’s pieces • reach an objective • gain control of territory • etc. 240-492 Games Programming with Java ::: Introduction :::

  6. Card Games • Utilize a set of 52 symbols generated from 2 factors: • Rank (13 values) • Suit (4 values) • Revolve around combinations built from these two factors • Each legal combination is assigned a victory value • The player’s primary concern is the analysis of combinations 240-492 Games Programming with Java ::: Introduction :::

  7. Athletic Games • Emphasize physical more than mental prowess • Skillful use of the body is the primary concern • Athletic games vs athletic competitions • A race is a competition • An athletic game is a competition with interaction between players. 240-492 Games Programming with Java ::: Introduction :::

  8. Children’s Games • Group activities emphasizing simple physical play • The player’s primary concern is the use of social skills • Examples • Hide and Seek • Red Rover • Tag • Kick the Can 240-492 Games Programming with Java ::: Introduction :::

  9. Computer Games • Played on 5 types of computers • expensive dedicated machines (arcade) • inexpensive dedicated machines (handheld) • multi program home games (Nintendo, Play Station) • persona; computers • large mainframe computers • Computer acts as opponent and referee • Skill & Action (emphasizing hand eye coordination) 240-492 Games Programming with Java ::: Introduction :::

  10. Computer Games (cont’d) • These S&A games are frequently violent in nature • Areas of computer games: • adventure games • fantasy role playing games • war games 240-492 Games Programming with Java ::: Introduction :::

  11. Games’ Common Elements • Representation • A game subjectively represents a subset of reality • Interaction • Games provide interactive elements. • Conflict • Arises naturally from the interaction in a game • Game agent attempts to block the player to reach his goal • Safty • Games provide save way to experience reality 240-492 Games Programming with Java ::: Introduction :::

  12. Games vs Simulations • Simulation • serious attempt to accurately represent a real phenomenon • created for evaluative purposes • Game • artistically simplified representation of a phenomenon • created for entertainment purposes • small simulation lacking the degree of detail • Flight Simulator vs RED BARON 240-492 Games Programming with Java ::: Introduction :::

  13. Games vs Puzzles • Cube puzzle vs Tic Tac Toe • High jumping vs Basket ball • Cube puzzle does not respond to the moves • High jump pole does not react to the jumper’s effort • Basket ball & Tic Tac Toe: opposing player acknowledge and respond to the player’s action 240-492 Games Programming with Java ::: Introduction :::

  14. Games vs Toys vs Stories • Games • allow player to manipulate facts but rules remain fixed • indirect contact of audience experience • to be experienced many times • Toys • user is free to manipulate the toy • no control to user experience • Stories • audiences don’t have control of facts presented • to be experienced once 240-492 Games Programming with Java ::: Introduction :::

  15. Why do People Play Games? • To learn (need not be conscious) • Fantasy/Exploration (example of Disney Land) • Nose-Thumbing (violent, socially unacceptable) • Proving oneself (high score) • Social lubrication (card games, board games) • exercise (mental and/or physical) • need for acknowledgement 240-492 Games Programming with Java ::: Introduction :::

  16. Enjoyment Factors • Game play • Graphics • Color • Animation • Sound Reality 240-492 Games Programming with Java ::: Introduction :::

  17. Skill&Action Games (emphasize motor skills) Combat games Maze games Sport games Paddle games Race games Miscellaneous games Strategy Games (emphasize cognition skills) Adventures D&D games War games Games of chance Educational games Children’s games Interpersonal games A Taxonomy of Computer Games 240-492 Games Programming with Java ::: Introduction :::

  18. Combat Games • Present a direct and violent confrontation • The player must destroy the bad guys • The player must avoid being hit • Examples • Start Raiders • Spacewar • Asteroids • Missile Command • Space Invaders • Battlezone 240-492 Games Programming with Java ::: Introduction :::

  19. Maze Games • Maze of paths through which the player must move • Avoiding or destroying the bad guys • The player may make his way to an exit • Example • Pac-Man 240-492 Games Programming with Java ::: Introduction :::

  20. Sport Games • Model popular sport games • Examples • football • basket ball • snooker 240-492 Games Programming with Java ::: Introduction :::

  21. Paddle Games • Intercepting a projectile with a paddle-controlled piece • Easy to develop • Examples • Pong • Breakout • Warlords • Chicken 240-492 Games Programming with Java ::: Introduction :::

  22. Race Games • Examples • Downhill • Match Racer • Night Driver • Test Drive • Dog Daze 240-492 Games Programming with Java ::: Introduction :::

  23. Adventures • Closer to puzzles than games • moving through a complex world • collecting tools • finding treasure or goal • Examples • Adventure • The Wizard and the Princes • Time Zone • Deadline 240-492 Games Programming with Java ::: Introduction :::

  24. Game of Chance • Easy to Program • Example • Blackjack 240-492 Games Programming with Java ::: Introduction :::

  25. Educational and Children’s Games • Designed with explicit educational goals • Examples • Hang Man • Mammurabi • Lunar Lander • Rockey’s Boots 240-492 Games Programming with Java ::: Introduction :::

  26. The Computer as Game Technology • responding to the human player • acting as game referee • providing Real-time play • providing intelligent opponent • limiting information to the player • utilizing data transfer over communication line • Limited I/O capability and single-user orientation are major weaknesses 240-492 Games Programming with Java ::: Introduction :::

  27. Design Concepts • Go with the grain • Don’t force the machine to do perform tasks for which it is not well-suited • Recgrids vs Hexgrids • Don’t transplant • A game that succeeds in one technology may not succeed in other technologies • Design around the I/O • carefully consider what can and cannot be display and what can and cannot be inputted 240-492 Games Programming with Java ::: Introduction :::

  28. Design Concepts (cont’d) • Keep it clean • Sticking close to the theme and eschewing distracting detail • Store less and process more • Main role of a computer is to process information not store information • Fill your program with active bytes not lazy bytes • Games with information-rich and process-poor are close to stories 240-492 Games Programming with Java ::: Introduction :::

  29. Design Concepts (cont’d) • Maintain unity of design effort • Game must be designed, but computer must be programmed • Conflicts between artists and programmer 240-492 Games Programming with Java ::: Introduction :::

  30. Game Design Sequence • Choose a goal and a topic • Research and preparation • Design phase • I/O structure • Game structure • Program structure • Evaluation of the design • Pre-programming phase • Programming phase • Playtesting phase 240-492 Games Programming with Java ::: Introduction :::

  31. Choose a Goal and a Topic • A game must have a clearly defined goal expressed in terms of the effect on the player • Choose a goal in which you believe • The goal of STAR RAIDERS concerns the violent resolution of anger through skillful planning and dexterity. The topic is combat is space 240-492 Games Programming with Java ::: Introduction :::

  32. Choose a Goal and a Topic • The goal of EASTERN FRONT 1941 concerns the nature of modern war, the different between fire power and effectiveness. The topic is the war between Russian and Germany 240-492 Games Programming with Java ::: Introduction :::

  33. Research and Preparation • Read everything you can on the topic • Your game must give the authentic feel • Concentrate on goal and topic • Write NO CODE! 240-492 Games Programming with Java ::: Introduction :::

  34. Design Phase • Primary objective is to create the outlines of three interdependent structures: • the I/O structure • the game structure • the program structure • All 3 structures must be created simultaneously 240-492 Games Programming with Java ::: Introduction :::

  35. I/O Structure • Communicating information between computer and player • the most constraining structure • I/O composed of input (keyboard, joystick, mouse,etc.) and output (display and sound) • Devote special care to the input structure • How can a player control the game with a joystick? • Choice of input devices 240-492 Games Programming with Java ::: Introduction :::

  36. Game Structure • Internal architecture of causal relationships that define the obstacles the player must overcome • Main problem is with realizing possibilities • How to distill the fantasy of the goal and topic into a workable system • The designed must identify some “key” element from the topic (eg. movement) 240-492 Games Programming with Java ::: Introduction :::

  37. Program Structure • Translate I/O structure and game structure into product • Organization of mainline code, subroutines, interrupts and data that make up the entire program • Important elements • Memory map • variables and subroutines definitions • document 240-492 Games Programming with Java ::: Introduction :::

  38. Evaluation of the Design • Does this design satisfy my design goal? • Does it do what I want it to do? • Will the player really experience what I want him to experience? • Examine the stability of the game structure • Are there any circumstances in which the game could get out of control? • Insure that shortcuts to victory are blocked • Don’t hesitate to abort the game 240-492 Games Programming with Java ::: Introduction :::

  39. Pre-programming Phase • To prepare complete game document • The tone of the document should emphasize the player’s experience rather that technical considerations • Compare first set of document to program structure notes 240-492 Games Programming with Java ::: Introduction :::

  40. Programming Phase • Easiest phase • Requires attention to detail • Game failed to live up to their potential because the programmer: • did not expend enough effort • rushed the job • didn’t bother to write in assembly language 240-492 Games Programming with Java ::: Introduction :::

  41. Playtesting Phase • To check for some design and programming problems • Have courage to trash a fatal-flawed game • test the game yourself to find programming bugs, then let other playtesters to check for bugs in game structure • polish the game • write the game manual 240-492 Games Programming with Java ::: Introduction :::

  42. Design Techniques and Ideas • Balancing solitaire games • human vs computer • Relationships between opponents • Smooth learning curve • The illusion of winnability 240-492 Games Programming with Java ::: Introduction :::

  43. Balancing Solitaire Games • Vast resources • widely used • the computer is provided with immense resources that it uses stupidly • easy to implement • Artificial smarts • ad-hoc artificial intelligent routines • produce reasonable behavior • the computer should not drive its tanks over a cliff or crash spaceships into each other • unpredictability (human should not be able to guess) 240-492 Games Programming with Java ::: Introduction :::

  44. Limited Information • To limit the amount of information available to the human player 240-492 Games Programming with Java ::: Introduction :::

  45. Pace • Make the game fast so that the human player does not have much time to think 240-492 Games Programming with Java ::: Introduction :::

  46. Relationships between Opponents • Symmetric relationships • both sides have equals capability • easy to program • Asymmetric games • almost all solitaire games • Triangularity • rock-scissors-paper game • Actors and Indirect Relationships • not a very successful approach 240-492 Games Programming with Java ::: Introduction :::

  47. Smooth Learning Curve • Flat curve => hard to learn • Steep curve => easy to learn • A sharp jump => has one trick • Many sharp jumps => has many tricks • Falling curve => something wrong with the game • Upward smoothly => goo game • Games without smooth curve frustrates players 240-492 Games Programming with Java ::: Introduction :::

  48. The Illusion of Winnability • PAC-MAN appears winnable to most players, yet is never quite winnable • Clean games encourage all players • Careful analysis of the sources of player failure: • what trips up the player: game flaws or unwinnable or player mistake? 240-492 Games Programming with Java ::: Introduction :::

More Related