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Design and Programming of Computer Games

Design and Programming of Computer Games TDDD23 – Lecture 2 Introduction to TDDD23 Game Design part 1. Game Design : Action & strategy games What is the fun? Game Maker part 1. Lab 3 – what to do Interactive Entertainment Entertainment and experience through Accomplishment

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Design and Programming of Computer Games

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  1. Design and Programming of Computer Games TDDD23 – Lecture 2

  2. Introduction to TDDD23 • Game Design part 1. • Game Design : Action & strategy games • What is the fun? • Game Maker part 1. • Lab 3 – what to do

  3. Interactive Entertainment • Entertainment and experience through • Accomplishment • Still entertainment • Interactivity • Still consumption • Challenging vs. difficult • Ability to measure high scores

  4. Game Design, part 1. Uniqueness Art Game Play / Game Mechanics Game World Identity Story History

  5. Motivation - Why should I play Anticipation, excitement Relation to characters “Creating emotion in games” D. Freeman (2003) High score – Online high score Progress Quest Easy to learn Social activity

  6. Game World Who is the player playing Where is the player playing Who / What is the opposition Why is this happening -story Does it work together? Does it have to work together? One wacky unity

  7. Strategic games Strategy video games focus on game play requiring careful and skillful thinking and planning in order to achieve victory. Real Time, Turn-based, military, strategic Resource collection & management

  8. Accomplishments • Planning ahead • Being wise • Managing large groups resources • Ordering troops • High level decision making • A lot of clicking in Strategy games contrary to the strategic ideal?

  9. Minds fun Uncovering the game world Studying enemy behavior Understanding resources Building resources – level design Formulating and testing strategies Such things need to be easy to do / work with in strategy games

  10. Action Games An action game require players to use quick reflexes and timing to overcome obstacles. Platform, Fighter, Racing,Action-adventure, shooter, dance… RTS?

  11. Human senses Eye-hand coordination Controlling controls Situation awareness Learning maps Sensory driven games

  12. New controls • Many traditional games have difficulty with these new controls • New controls ought to be more natural but current game designs are focused on old controls

  13. Action Games: Surviving bullet hell Short term satisfaction Developing skill – level design Surviving difficult situations Understanding game play in seconds Subliminal game cues

  14. Game Maker Getting to know Game Maker Tool

  15. Lab 3: Scrolling Shooter In this lab focus on the quality of a relatively simple game. Testing and polishing Use existing tutorial game on yoyogames.com if you like Remember

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