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2010, Build 1
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Connection from Game Design to Implementation For Program Structure Analysis () Program modulus Tools needed To Identify Work Load () How H much h code d t to b be d done ? What tools to be developed ? For Resource Management () Man month ? () How many programmers ? Development tools ? Specific requirements ?
For Jobs Dependency Analysis To Analyze Technical Implement Possibility R&D Work Work-flow P -processor for PrePre f Game / technical design document (GDD/TDD) Project management
There Are No Standard Procedures Its Not a Theory, Just Something Must Be Done! Popular p Solutions : UML Mind map () This is the one we will use for this course
Brainstorming () Integration () Dependency p y Analysis y () Create the Project () Write the Design Document ()
Brainstorming
Select a Tool Mind map Based on the Game Design to Put Everything in Structure As Many As You Can Including Game system Combat / Village / Puzzle / Program g modulus Camera / PC control / NPC AI / UI / FX / Tools Level editor / Scene editor / Entities in games Characters / vehicle / terrain / sky dome / audio / Technical hihi-lights
Integration
Confirm the Resource Limitation Technical Implement Possibility Connect All Related Items Together Remove Redundant Items Jobs / System Identification M M Man Month th Analysis A l i Budgets How many ? Who ?
Dependency Analysis
Sort the Jobs By dependency By human resource Prototype for scheduling The Step That Always Is Ignored by Everyone Doing D i good d will ill make k th the schedule h d l practical ti l Reduce unnecessary risks
Scheduling () Job Assignment () Resource Allocation () Check points Milestones Ri k M Risk Management tP Policy li ()
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GDD
MDD
TDD
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Mind map
A Radiant Thinking Tool Applications Proposal () System Analysis Reference Program Visio MindManager Tony Buzan, Barry Buzan, The Mind Map Book: How to Use Radiant Thinking to Maximize Your Brain's Untapped d Potential i l
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Mindmap Tools
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Game Systems
Game systems Control & camera system Combat system Reward system Game FXs Levels L l Village system User interface The main program
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Game control is the interface between the game and the user. user Game control is not only input device control but also the camera control Input device control On PC Mouse Keyboard Gamepad p On game console Gamepad buttons 0 or 255 Joystick 0 - 255
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Camera control First First-personal view Third Third-personal view God view Pre Pre-set camera view Etc Et
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Mouse is a 2D device. device 2-axis moving Related movement 2 or 3 buttons Mouse can : Move M Drag Double Double-click Behaviors Hit test Selection Pilot Position P iti & orientation i t ti
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Typical game types using mouse control Real Real-time strategy games Role Playing Game Typical game play examples : Path finding for playable character Hitting Hitti th the enemy Selecting a group of units Orientating the camera in FPS games Menu selection Features Always coupling with god god-view camera control Viewing Vi i f from th the t top of f game world ld
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Easy to hand on Slow action Compared with joystick Value range from -32727 ~ 32727
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St d d PC input Standard i td device i Simulating the gamepads Not every PC game player having gamepad Using keyboard as the alternative device Hotkey system Each key has two states. Pressed Released 256 keys Behaviors Key presses/released ASCII code One hotkey can represent a set of commands Very fast input device
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Communication tool Typing messages Typical game types using keyboard MMORPG Needs chatting with friends RealR l-time Real ti strategy t t games Hotkey system First First-person shooting games Fighting games Typical game play examples : Chatting Character controls Move M f forward d Turning
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Features Shortcut for a sequence of actions Commands Menu selection But a little bit complicated for players 256 keys k
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A small keyboard keyboard designed for game playing Gamepad can map to the hotkey system Same behaviors Less L th than 20 k keys Majors keys :
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Recent gamepad capable of two extra digital joysticks For buttons Value range : 0 or 255 For joystick Value range : 0 to 255 T i l game t Typical types using i gamepad d Almost all types of games except Need typing Need large large-range selection for game units Typical game play examples : Character controls Move forward Turn T
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Camera Control
Types First First-personal view Third Third-personal view but following the playable character God view Fixed Following F ll i the th playable l bl character h t Fixed view Pre Pre-rendered background Pre Pre-set view Very sensitive to game play design & game control Camera control is not an independent system
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Age of Empire 3
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Major source of the game fun Take the action game as our example Controls Attack Stun Defend D f d Parry Fatality Motion management and blending NPC AI FX Visual Audio A di
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An Example
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Motion management Motion blending in runtime A popular solution - Blend tree Game Developers Conference 2003 Proceedings CD, Programming Track Animation i ti Blending Bl di : A Achieving hi i Inverse I Kinematics Ki ti and d More M Jerry Edsall Mech Warrior blend tree
Fall Transition
Fall Down
R Run
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NPC AI Finite state machine Making decision Steering behavior Steering control Group G movement Path finding Etc FX Combat FX A game without FX is likely a man walking on street in nude.
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Reward System
Number system Level up Experience points Inventory Recovery D Damage Mission complete
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User Interface
Menu Dialogue Pictures MiniMini -map Blood bar C ti Caption Messages Game controls
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Village System
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Game flow controls Jump level Number system testing Barrow inventory Game house keeping G Game d data t editing diti Debugging
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