CS4099 Software Project
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Presentation Transcript
CS4099 Software Project By Tom Clark
The project • Main aim: • Show how the expanding field of games utilises CS. • Re-enforce by creating an example using structured software engineering processes and models (UML) • Game must be: • Original and fun • Based on survival of event • Educate (but not to impact fun)
Obvious constraints • Time! • Many CS related aspects omitted • Networking: multiplayer, or even massively multiplayer etc • Graphics: pixel shaders, dynamic lighting etc. • Some computational aspects: fluid dynamics, motion • Testing: not multiplatform • I have never actually written and programmed my own game before. • Challenge but really enjoying it • Using an established open source game programming kit which is free for non-commercial use and has academic background
Approach Overview • Context survey • Books, other games created under similar constraints, papers….. • Requirements capture (initially from myself!) • Central concept • Detailed rules • Feedback from game testers • Design using textual statements and UML diagrams • Controversial • Development / implementation using “Game Maker” programming environment • Testing • Technical: performance, correctness ( meets requirements?) • Usability: small but diverse group of games players
Context survey • Evaluated games made by others • “What I liked” analysis • Limited to other small non-commercial games. • Unfair not to. • Cursed Undead • by Nees Sonnemans http://www.gamemaker.nl/games_edit6.html
Literature Review • Review of many game books available. • Some websites too. • Examples: • AI • A* search, path-finding • Game design • Gender issue • Good ones now ordered for library.
Hunger • Example game • Implemented using Game Maker. http://www.gamemaker.nl http://www.starcitygames.com/images/tokens/Zombie.jpg
Main Concepts • Focus on survival. Not on violence or horror. • Enemies to avoid but player can kill them. • Plan item use. • Give the player choices! • Not too much or becomes complex. • Keep focus on goal but not forced to play a certain way.
More about the game • Set in made-up town of “Fondville” and its neighbouring island. • Became overrun by zombies called “Rot”. • Desirable feature: Tell story as progress • Single objective: Must get to cable car to main city after starting on island and survive. • Not that realistic.
How to educate • Survival skills • Limited form of education. • Use stats that player must manage. • Health • Warmth • Hunger • Thirst • Fear – Proud of this one. Not used in other games much. • Speed • Most are inter-related.
What has been done • Some documentation – some changes needed • Showing and hiding inventory. • Main menu. (Most of) • Stats – not all related to other stats yet. • Minimap • Movement – choice of controls: , WASD • Level 1 layout • Location text – Unbarricaded/Outside • “SLEEP RISK” implies risk of falling asleep!
Feedback for testing and revision • Testing by game testers • Small group • Questionnaire (Still to do) for feedback • Q: How long did it take you to figure out what to do at this point? • Q: Easy to understand without reading manual? • Not designed to replace actual software behaviour testing.
Still to be done • Update documents. • Detailed design. • Levels 2 & 3. • Items that can be picked up, stored and used. • Sleeping • Fear effects • NPCs – 2 types and their AI. • Game over/Complete screens. • In-game menu – exit safely, load, credits. • Sound effects. • Graphics (most by artist but by me in future). • Desirable features if time. • Other CS0499 course requirements.
Any questions? http://www.businesscartoons.co.uk/3803.htm