2D Game Programming with XNA 4 - Murray State...
Transcript of 2D Game Programming with XNA 4 - Murray State...
Principles of Game Programming
Game Programming Basics
Mouse & Keyboard Controls
Sounds
Sprites and Animation
Collision Detection
Arcade Style Games
Scrolling
Game Physics
Orthogonal Projections
Design Implementation
Game Design Basics
Game Genres
Paper Design
Backgrounds/Environments
Graphical Elements
Gameplay
Dialog and Story
Issues of Style
Playability
Genres
Action Games
Arcade Games (Locked Position Shooters)
First-Person Shooters
Third-Person Games (Orthographic Projections)
2D Action Games
Side-Scrollers
Platformers (Mario, etc…)
Fighting Games
Strategy Games
Real-Time
Turn-Based
Massively Multiplayer RPG’s
Sports Games
Simulators
Car/Racing Games
Flight Sims
Construction and Management Sims
Puzzle/Board Games
Gameplay
The term gameplay can be quite ambiguous to define, thus it has been differently defined by
different authors.
"A series of interesting choices."
"The structures of player interaction with the game system and with other players in the game.“
"One or more causally linked series of challenges in a simulated environment.“
"A good game is one that you can win by doing the unexpected and making it work.“
"The experience of gameplay is one of interacting with a game design in the performance of
cognitive tasks, with a variety of emotions arising from or associated with different elements of
motivation, task performance and completion.“
"Gameplay here is seen as the interactive gaming process of the player with the game."
http://en.wikipedia.org/wiki/Gameplay
Satisfaction - degree of gratification of the player
Learning - the facility to understand and dominate the game system and mechanics
Efficiency - the necessary time and resources to offer fun and entertainment while players
achieve objectives
Immersion - the capacity to believe in the game contents and/or the virtual game world
Motivation - the characteristics that provoke a player to realize concrete actions and persist
until success is achieved
Emotion - to induce feeling of happiness, fear, intrique, curiosity, etc.. using the game
challenges, story, and aesthetic
Socialization - enjoyment derived from playing the game in collaboration, cooperation and/or
competition with others
Playability
Game Programming Basics
User Interaction
Mouse
Keyboard
Gamepad
Monitor
Speakers
Animation
Double-Buffering (non-blinking Animation)
Loop Timing (fixed frame-rate and/or pacing)
Blitting
Environment
Laws of Motion (Physics)
Collision Detection/Interaction (Geometry)
Laws of Behavior (AI)
Getting Familiar with XNA 4.0
for this Course
The textbook Learning XNA 4.0 covers game programming for both 2D and 3D using the
XNA 4.0 Game Development Environment. This course is intended as a first course in
game programming and will emphasize 2D games. We will cover the first 8 chapters of
the textbook.
The course lecture notes and projects will cover game programiing for desktop
computers, however your games and demos are equally well suited for running on Xbox
and iPhone platforms.
Tuning your Games to Match your Computer
Your XNA game graphical resolution, maximum background image sizes and other
characteristics are determined by the specific capabilities of your computer. XNA provides
you with two graphics profiles from which to choose called Reach (low res) and HiDef. It is
not necessary to understand all the details now but we will want to consider the hardware
of the target machine as well as our own for games we intend to publish.