Lecture - Nature of Game, Compoents - Game Programming
Lecture - Nature of Game, Compoents - Game Programming
Nature of Games,
Design Elements, Game Components
lecture 3
Marwa Al-Hadi
Zelda
link
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Definitions of Games
⚫ Adams: Fundamentals of Game Design
A game is a form of interactive entertainment where players must
overcome challenges, by taking actions that are governed by rules,
in order to meet a condition.
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Design Decisions
⚫Players
⚫How many players are there at a time?
⚫Who or what is the player in the world?
⚫Specifies a notion of identity
⚫Goals
⚫What is the player trying to achieve?
⚫Defined by the game or by the player?
⚫Specifies the player focus
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Design Decisions
⚫Rules
⚫How does the player effect the world?
⚫How does the player learn the rules?
⚫Specifies the boundaries of the game
⚫Challenges
⚫What difficulties must the player overcome?
⚫Is there more than one way to overcome them?
⚫Specifies the fundamental gameplay
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Play Length
⚫How short a game can I play and have fun?
⚫Least meaningful unit of play
⚫Console: 30 minutes+ is acceptable
⚫Mobile: … think about that
⚫Casual often means short play units
⚫But can have sophisticated gameplay!
⚫Example: Plants vs. Zombies
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⚫ Disadvantages: ⚫ Disadvantages:
⚫ Author voice over player voice ⚫ Lack of player motivation
⚫ Poorly defined mechanics ⚫ Hard to distinguish yourself
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Exploring Gameplay
⚫To design games, you must play games!
⚫Experience many different types of gameplay
⚫Do not play the same type of game all the time
⚫Flash portals are still a good resource
⚫Games are small but focus entirely on gameplay
⚫Ex: Puzzle game
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Have Realistic Goals
⚫Goal: Size of a mobile game
⚫Can be played instantly with minimal tutorial
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Commercial Examples
⚫ Braid: Puzzle platformer with time-travel mechanics
⚫ Limbo: Dark platformer with realistic physics
⚫ Hotline Miami: Top-down stealth and action
⚫ Clash of Heroes: Match 3 + Turn-based strategy
⚫ Guild of Dungeoneering: RPG + CCG
⚫ Use cards to build the dungeon that you explore
⚫ Monument Valley: Puzzle-based exploration
⚫ Think about insdie games
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Examples
⚫ Mount Sputnick (Spring 2017):
⚫ Competitive rock-climbing game
⚫ Arc en Ciel (Spring 2015):
⚫ Platformer where you paint platforms, while enemy erases
⚫ Dash (Spring 2014):
⚫ Action game with dash mechanics to avoid enemies, obstacles
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⚫Goals: Objectives
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Dragon Age: Standard Mode
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Dragon Age: Inventory-setting mode- Mode
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Aside: Help the Hero
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Indicating
Action
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Lifted: Completed Game
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Diagramming Action
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Objectives
⚫Anything a player might do their best for
⚫May be a primary game objective
⚫Progressing the story
⚫“Completing” the game
⚫May be an auxiliary game objective
⚫Side missions/quests
⚫Unusual achievements
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Objectives
⚫ Primary objectives reflect vision
⚫ Help player realize the dream
the
29 Design Elements gamedesigninitiative
at cornell university
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Actions
⚫ Verbs that describe what the player can do
⚫ Walk •(left or right) (walk, but faster!)
⚫ Run Action
•(up; jump/run for left or right) (left or right)
⚫ Jump Platformer
⚫ Shoot
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Designing Actions
⚫Starts with brainstorming the verbs
⚫Define the types of verbs
⚫Define the scope of the verbs
⚫Design Goals
⚫Enough verbs to avoid being too simple
⚫But not so much to be confusing
⚫Do the verbs directly achieve the goal?
⚫Each verb maps to a single input
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Primary Actions
⚫ How do verbs, goals relate?
⚫ Imagine there no challenges??!!
⚫ What verbs must you have?
⚫ Example: Platformers
⚫ Goal: reach exit location
⚫ Only need movement verbs
⚫ Killing enemies is optional
⚫ Other actions are secondary
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Interactions
⚫ Not a direct action of player
⚫ Result of the game state
⚫ Can happen w/o controller
⚫ Example: impacts
⚫ May be bad (take damage)
⚫ May be good (power-up)
⚫ Other Examples:
⚫ Spatial proximity
⚫ Line-of-sight
⚫ Resource acquisition
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Game Mechanics
⚫Game mechanic
⚫Relationship of verbs, interactions, and state
⚫Often call this relationship the “rules”
⚫Gameplay is displaying of these rules
⚫Example: Joust
⚫Verbs: Fly; go left or right
⚫Interaction: fighting with enemies
⚫Rule: If hit enemies, lower player dies
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Gameplay Example: Joust
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Verbs vs Interactions
⚫ Design Idea: minimalism
⚫ Game with very few verbs
⚫ Common in mobile, tablet
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Challenges: Limitations
⚫ You cannot always perform an action
⚫ Shooting may require bombs Resource
⚫ Cannot (always) jump in mid air
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Challenges: Resources
⚫Resources are non-spatial part of game state
⚫Any value not a location or physical attribute
⚫May be global or attached to an entity
⚫Examples
⚫Entity: bombs, health points
⚫Global: enemy creating, time remaining
⚫They also define the game economy
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Starting Prompt
⚫What exactly is a game engine?
⚫What libraries does it have to provide?
⚫What tools need to come with it?
⚫What skills should an engine require?
⚫Extensive programming experience ?
⚫Minimal programming experience ?
⚫No programming experience?
⚫Artistic ability (vs. paying for assets)?
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⚫ Enemies
⚫ Affected by stomping or bumping
⚫ Different movement/AI schemes
⚫ Spawn enemies
⚫ Blocks
⚫ Can be stepped on safely
⚫ Can be bumped from below
Characteristics of an Engine
⚫Broad, adaptable, and extensible
⚫Encodes all non-mutable-changeable - design decisions
⚫Parameters for all mutable -changeable - design decisions
Data-Driven Design
⚫No code outside engine; all else is data
⚫Create game content with level editors
⚫Examples:
⚫Art, music in industry-standard file formats
⚫Object data in JSON or other data file formats
⚫Character behavior specified through scripts
⚫Major focus for alpha release
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⚫Environment
⚫Mushroom makes Mario small
⚫Fire flower makes Mario big and fiery
Spinys
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Interfaces
⚫Interface specifies
⚫How player does things (player-to-computer)
⚫How player gets feedback (computer-to-player)
⚫More than engine+mechanics
⚫Describes what the player can do
⚫Do not specify how it is done
⚫Bad interfaces can kill a game
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Interface: Witcher 3-video-
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Summary
⚫Game is divided into four components
⚫Should keep each in mind during design
⚫Key for distributing work in your group
Thank you