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Computer Animation 2D Game Logic

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Page 1: Computer Animation 2D Game Logic. What considerations should be addressed when designing a good game? What Makes A Good Game? (excerpts from Mark Overmars,

Computer Animation

2D Game Logic

Page 2: Computer Animation 2D Game Logic. What considerations should be addressed when designing a good game? What Makes A Good Game? (excerpts from Mark Overmars,

What considerations should be addressed when designing a good game?

What Makes A Good Game?

(excerpts from Mark Overmars, developer of GameMaker)

Definition of a computer game:

“A computer game is a software program in which one or more players make decisions through the control of game objects and resources, in pursuit of a goal.”

In a computer game, you have players that must make decisions, control the game and control objects within the game in order to reach a goal.

Page 3: Computer Animation 2D Game Logic. What considerations should be addressed when designing a good game? What Makes A Good Game? (excerpts from Mark Overmars,

Who is your audience?

Your challenge level should match your audience level.

Do you have good instructions?

Players may become frustrated if they don’t know what to do.

Do your graphics match the game?

Players expect good-quality, appropriate graphics for

today’s games.

A balancing act.

Decisions and their effects need to be balanced. When a decision is made, the player

should see the effect.

Who’s in control?

The player should feel like they are in control of the game and

not the other way around.(but surprises are good!)

How many objects?

The player needs to be able to control objects and resources

in the game, but only enough to balance play.

How long should the game last?

Is the game meant for short play or long play?

The goal?

Every game needs a goal. For longer games, there should be

sub-goals as well.

Page 4: Computer Animation 2D Game Logic. What considerations should be addressed when designing a good game? What Makes A Good Game? (excerpts from Mark Overmars,

Characteristics (What people want): Planning:

Examples:Types:

AGoodGame

Design

A game at their level.

Good graphics and controls.

A Point or Goal!

Good instructions.

Something to do (controls and small challenges)

Have a Plan!

Design Brief

Design Document:*Game Objects*Sounds*Controls*Game Flow*Levels

Arcade

Puzzle

Strategy/Adventure

Shooter

Sport/Racing

Simulation

Any program where you make decisions and control objects with a goal.

A toy is not a game (SimCity)- no clear goal)

A puzzle is not a game

Page 5: Computer Animation 2D Game Logic. What considerations should be addressed when designing a good game? What Makes A Good Game? (excerpts from Mark Overmars,

Game Genre (pronounced jän-rə) Games can be divided into different types.

Here are some categories:

Arcade Games- Reaction speed or accuracy is the most important aspect of the game. Usually shorter playing games that are easier to make. (ex. PacMan, pinball, platform games)

Puzzle Games- Cleaver thinking is the most important aspect. Maze games and “board-type” games like chess.

Page 6: Computer Animation 2D Game Logic. What considerations should be addressed when designing a good game? What Makes A Good Game? (excerpts from Mark Overmars,

Strategy/Adventure Games/Role-Playing- These are grouped together because they can overlap in design. Most of these games control a character through a scene or events. They often rely on high-quality graphics to set the scene.

Shooter Games- Shooter games usually fall under 1st-person and 3rd-person. 1st-person shooter games need a 3D scene to make the player feel like they are part of the action. 3rd-person games do not need to be 3D and borrow aspects from adventure games. Most of these games usually have a storyline.

Page 7: Computer Animation 2D Game Logic. What considerations should be addressed when designing a good game? What Makes A Good Game? (excerpts from Mark Overmars,

Sport/Racing Games- There are a lot of sport and racing games out there and can be difficult to make exciting. Controls can also be difficult to develop.

Simulation Games- These games are used to give you the controls like the “real thing”. Flight simulator and hunting are the most popular types. These can be difficult to make because you must make the game operate like the real life experience.

Page 8: Computer Animation 2D Game Logic. What considerations should be addressed when designing a good game? What Makes A Good Game? (excerpts from Mark Overmars,

Vocabulary:

Design Documentation- The plan for the game

Arcade Games- Reaction speed and accuracy

Puzzle Games- Cleaver thinking

Strategy/Adventure Games- Control a character

Shooter Games- 1st and 3rd person. Usually a storyline

Sport/Racing Games- Simulate real controls for speed and competition.

Simulation Games- The “real-life” experience.

Page 9: Computer Animation 2D Game Logic. What considerations should be addressed when designing a good game? What Makes A Good Game? (excerpts from Mark Overmars,

Making a Good Computer Game

Playing computer games is fun. But it is actually more fun to design your own computer games and let other people play them. Unfortunately, creating computer games is not easy. Commercial computer games as you buy nowadays typically take one to three years of development with teams of anywhere between 10 and 50 people. Budgets easily reach in the millions of dollars. And all these people are highly experienced: programmers, art designers, sound technicians, etc.

So does this mean that it is impossible to create your own computer games? The answer is no with programs like Blender and GameMaker. Of course, you should not expect to create your own Quake or Age of Empires within a few weeks. Simpler games, like Tetris, Pacman, Space Invaders, etc. are also fun to play and a lot easier to create.

Page 10: Computer Animation 2D Game Logic. What considerations should be addressed when designing a good game? What Makes A Good Game? (excerpts from Mark Overmars,

The Design ConceptDesign Brief:This is where you develop the name for your game and a short

description to catch the player’s attention. Here is an example of a simple game developed in GameMaker:

Catch the Clown Catch the Clown is a little action game. In this game a clown moves

around in a playing field. The goal of the player is to catch the clown by clicking with the mouse on him. If the player progresses through the game the clown starts moving faster and it becomes more difficult to catch him. For each catch the score is raised and the goal is to get the highest possible score. Expected playing time is just a few minutes.

The brief should include the game name; game type; field description; action description; goals and levels; and estimated playing time.

Page 11: Computer Animation 2D Game Logic. What considerations should be addressed when designing a good game? What Makes A Good Game? (excerpts from Mark Overmars,

Design Document:

The second step in creating a game is to write a more precise design document. You are recommended to always do this before making your game, even if it is very simple. Here is the design document for Catch the Clown:

Catch the ClownGame objects:

There will be just two game objects: the clown and the wall. The wall object has a square like image. The wall surrounding the playing area is made out of these objects. The wall object does nothing. It just sits there to stop the clown from moving out of the area. The clown object has the image of a clown face. It moves with a fixed speed. Whenever it hits a wall object it bounces. When the player clicks on the clown with the mouse the score is raised with 10 points. The clown jumps to a random place and the speed is increased with a small amount.

Sounds:

We will use two sounds in this game. A bounce sound that is used when the clown hits a wall, and a click sound that is used when the player manages to click with the mouse on the clown.

Controls:

The only control the player has is the mouse. Clicking with the left mouse button on the clown will catch it

Game flow:

At the start of the game the score is set to 0. The room with the moving clown is shown. The game immediately begins. When the player presses the <Esc> key the game ends.

Levels:

There is just one level. The difficulty of the game increases because the speed of the clown increases after each successful catch.

Page 12: Computer Animation 2D Game Logic. What considerations should be addressed when designing a good game? What Makes A Good Game? (excerpts from Mark Overmars,

How do I develop a functional game?

Vocabulary:

Sprites- Images used to represent objects in a game

Objects- True entities in the game

Actions- Items defined in the event that can happen

Events- Something that can happen to an object

Rooms- Where the objects reside (act as levels)

Scenes- Setup in the room

Sounds- Background and sound effects in the game

Executables- Stand-alone playable game files (.exe)

Page 13: Computer Animation 2D Game Logic. What considerations should be addressed when designing a good game? What Makes A Good Game? (excerpts from Mark Overmars,

How do I develop and compile a complete game in a selected genre?

Vocabulary:Multi-Level- More than one room or screen where

action occurs

Multi-Player- 2 or more players using one or more computers

Installers- A file that compresses and installs a program and support files

Icons- A picture that represents a program file

Page 14: Computer Animation 2D Game Logic. What considerations should be addressed when designing a good game? What Makes A Good Game? (excerpts from Mark Overmars,

Game Design: Graphic Design:

Packaging:Audio Design:

GameSoftware

Good instructions

Appropriate controls

Small challenges and goals

Increasing challenge

Appropriate rewards

Appropriate ending

Appropriate, fitting graphics

Quality and neatness

Good sprites

Opening and closing screens

Background music?

Background sounds?

Sounds on actions

Do you need an installer? (multiple or single files)

Icon images

Copyright notice

Credits