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Game Design

Game Design. Storyboard, maps, graphics, timeline. Pac Man. map Graphics behaviours. Objects + behaviours. “ tokens ”, after Rollings/Morris. Game World also a token (see previous) Complex interaction because tokens can have states. finite state-machine: ghosts.

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Game Design

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  1. Game Design Storyboard, maps, graphics, timeline

  2. Pac Man • map • Graphics • behaviours

  3. Objects + behaviours “tokens”, after Rollings/Morris • Game World also a token (see previous) • Complex interaction because tokens can have states

  4. finite state-machine: ghosts • State boxes: hunter, hunted, and eaten states • Event circles

  5. finite state-machine: pac-man • State boxes • Event circles • Once dead, he is dead (unlike ghosts)

  6. *MERP: a level Let’s try something more complex

  7. context • inn talk, orc rumours • Motivation general: gold, get rid of orcs, help people... • Motivation particular: rescue children

  8. the level’s description The characters have to find the temple (spatial navigation uncovering map), once there, get in (puzzle element) and rescue the children (killing orcs not compulsory but gives XP, some treasure along the way)The ancient temple is now an orc lair, home to a few warriors. The group will be lethargic and bored, happy to keep inside out of the cold, and to keep warm. They will not have any guards posted. It will not be obvious to the eye that they are there, as the snows cover the signs of life such as churned up ground, refuse piles and midden pits. If battle ensues, the orcs will fight until it becomes obvious they cannot win. One by one they will run or ride away, trying to escape capture. Eventually they will make their way back to Pen Morva and report to Grouth.

  9. the level’s map

  10. agents • PCs & NPCs: Attributes, Race, Class, Abilities • Important: Combat System + Life Points • -Chat channel • -AI for bot dialogue (in this scenario impossible to talk to orcs, just insults; children might talk, clue about orcs wanting to kill them)

  11. behaviours • -movement: square by square (1 room at a time) • -puzzles: find solution to a riddle (if type mellon open) • traps: (if PC touches deathly dart) deactivate (if PC trait lockpicking, if PC hit with axe, if PC do a search: reveal spring) • obstacles (if PCs push together +15 open) • children/treasure: allow to take with PCs • orcs:AI (walk around randomly; combat: if less than 10 lifepoints runaway; runaway random directions/hit walls/if meet other orc, fight again) • difficulty: when half orcs killed, other half will try to kill children. When PCs carry treasure or children, orcs attack them.

  12. what will players actually do? • not figure out puzzles + traps / figure out... • try to kill all orcs and succeed • try to kill all orcs and get children killed • try to find children without killing orcs and get killed by orcs • try to find children without killing orcs and suceed IS THIS FUN? strategies have to be tested SOON

  13. graphics

  14. characters

  15. pinch!

  16. textures

  17. suggested timeline • OK, don’t panic! • You have come a long way, you have done: • Brainstorm (Genre + Focus + Story) with feedback from fellow students + teachers • Plan for interaction (Basic gameplay + social interaction) • Know the System (what is possible + what do we need in our group)

  18. suggested timeline

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