BOUMEDIENE BELKHOUCHE - faculty.uaeu.ac.aefaculty.uaeu.ac.ae/b_belkhouche/Belkhouche/bb_dir/... ·...
Transcript of BOUMEDIENE BELKHOUCHE - faculty.uaeu.ac.aefaculty.uaeu.ac.ae/b_belkhouche/Belkhouche/bb_dir/... ·...
BOUMEDIENEBOUMEDIENE BELKHOUCHEBELKHOUCHE
COLLEGE OF INFORMATIONCOLLEGE OF INFORMATION TECHNOLOGYTECHNOLOGY
1
4
5
6
2
3
7
Game Study: are we serious? Cultural studies Social, psychological, literary Impact on society
Technical Structure Algorithms Technology Reverse engineering
Games are a serious business
What is a game?
Ingredients for a Definition
PlayersArtificial worldDecisionsArtificial conflictsInteractionsRules
Bounded contextGoalWinning situationRewardsResourcesArt
What makes a game enjoyable?
Story
Colors
Sound/Music
Challenges
Other qualities:
Idea
Graphics
Animation
Multiplayer
A structured set of activitiesrequired to develop a softwaresystem• Requirements• Design• Implementation• Validation• Evolution
9
Design: what is it? Initial Concept• Source of idea• Meaning
Description• How it works• Components: art, function, etc.
Model• Prototype• Software design
Game Overview Game World Gameplay Game Story Game Characters Behavior Specification AI Software Structure And More … User Interface Sound Effects Art
Architectureof a Game
Sound SystemPhysics Engine
Event Handler
Graphics Engine
UI
Logic Engine
DISPLAY
Main goals of a game engine Graphics rendering Physics engine Sound Scripting Animation Artificial Intelligence Networking
And to Simplify development process Run on multiple platforms
GameMaker:Studio
What is a game?
What is a game?
What is a game?
What is a game?
Create a sprite
Load a sprite picture
Sprites
Images of Sprites
Naming and Loading a Sprite Picture
Sprite Properties: Collision Mask
Create Object
Objects
Create Sound
Loading Sounds
Creating a room
Create Background
Setting the background
Load background picture
Adding Event-Action
Object with several events-actions
Object Events and Actions
Object Transparency
Keyboard Events
Keyboard Events
Game World Artificial universe – an inviting place Setting Dimensions - Physical Dimensions – Temporal Environmental Way of life Level of Detail
Particular governing rules
Environment
How does the world look Cultural context of the people in the game Different from the cultural context of the players outside the game
Must match the story line, the visual appearance and the tasks. Should be consistent with players knowledge No Greeks with riffles
Largely work of artists Requires study How did the Maori live?
Music and sound effect must match this Try to be original Too many games use the same type of environment
Rules
Rules define the inner formal structure of the game Rules limit player action Rules are explicit and unambiguous Rules are shared by all players Rules are fixed Rules are binding Rules are repeatable
Gameplay: the holy grail
Actions/events/interactions Unique powers Health indicators Dangers, hazards, challenges Winning situation Intelligence Interactivity Immersion
Is there a Story to Tell?
Importance for the game None: Arcade Little: Strategy Medium: FPS games More: Role Playing games Most: Adventure Games
Light backstory: You have to save the world Still useful to provide some form of motivation and
justification Can be told beforehand or in steps during the game
Who Tells the Story? Game Designer The designer is not the player
The Player She/he is the one elaborating the story They are free to think on their own
Story structure General framework Threads Characters Conflict
Monomyth
Called “The Hero Story” A pattern that most stories follow. Charts the progress of the story’s hero Are easily recognizable by all individuals It’s a form (guidelines), not a formula
Monomyth Steps
The ordinary world The call to adventure The refusal of the call The meeting with the mentor Crossing the first threshold Tests, allies, and enemies The approach to the innermost cave The ordeal The reward The road back The resurrection The return with the reward
Characters
Must be developed carefully Good visual designOften exaggerated to create affection (large head,
large eyes) Cuteness Characters must fit the game Create a personality for the character Character growthWhile going through the story
Character
Character: The 3 Dimensions Physiology-sociology-psychology Character Physiology and Sociology round each other
and give birth to the Psychology. Bonded to the others in a relational system of the
Character’s 3 dimensions.
Change = Growth Decisions initiate conflicts Conflicts to try the character Decisions are made to move towards fulfilling the
premise Decisions initiate counter-decisions from the
adversaries Decisions may have either positive or negative impact Change results in growth
Pivotal Character The one who takes the lead The one who creates conflict The one who has a high value at stake There is an antagonist (adversary) who is as strong
Character Attributes
HungerSatiationFearPleasurePainAngerInterestSurpriseSexual ArousalFrustrationAnxiety
ShamePrideDisgustContemptAcceptanceGuiltSelf-Image
BeliefsHappinessSelf-esteem
High-level
Mid-level
Low-level
Resultant AffectsInputs
Sensory
Events
Ideas andConcepts
Source of Affects
Preprogrammed
LearnedSocial Origin
Intellectual origin(Relatively stablelong duration affects)
CharacterInventoryHealth
Interact()Move()Fight()Talk()AccessInventory()UseAccessWay()Die()Get/SetHealth()Get/SetInventory()
Behavior Specification
How agents behave Rule-based FSA Agents (intelligent)
Rulesif (condition1) then actions-1
else if (condition2) then actions-2else if …
if (not hungry & sleepy) then sleepif (not hungry & not sleepy) then walk and bark
Finite state machines
Each object can be in a number of states A state corresponds with some local behavior Often described by a rule based approach
State change occurs based on Events, observations, triggers, etc. A rule based systems
Pacman example: Three states: hunter, hunted, dead Each has some behavior State changes based on eating of pills, timer, reaching the starting
position Does a dead monster become a hunter or a hunted???
Behavior Specification
Behavior Specification
Behavior Specification
FSA
S0 S1
S2
SF
S3
Complete AllMissions
Free Play
Anger Police
Escape
Arrested/Killed
CompleteMission
Accept Mission
Accept Mission
Do Mission
Path Planning Where am I?
Where is my target?
Is there any danger?
How will I get there?
goal
d1 d2r
r
G1
G2
Grid Representation of the Map
Conflict Structure1. Rising conflict2. Crisis
1. Impending change2. No other alternative
3. Climax1. Point of no-return2. Highest point
4. Resolution
Successive ladder steps
What is Analysis? To understand the game Cultural studies Social, psychological, literary Impact on society
Technical Structure Algorithms Technology Reverse engineering
Game Analysis: GTA Vice City
About the Game Studio: Rockstar Games (UK) Year: 2002 (PS), 2003 (Windows), 2010 (Apple) Genre: Action-Adventure Intended Audience: mature Available for: PC, PS, Xbox, Apple Best-seller Unlimited Violence
Main Menu
Gameworld Setting
Grand Theft Auto takes place in three different cities:Liberty City, San Andreas, and Vice City. Each citydistinctly resembles an actual U.S. city: New York, SanFrancisco, and Miami, respectively.
Environment The actual cities themselves. The environment contains buildings, other cars, pay
phones, trees, street signs, etc.
Gameworld Boundaries Fairly extensive; the boundaries stretch basically
to the city limits. However, the cities are so largethat a player hardly ever reaches the boundaries
Perspective Bird’s view, 3-D
Characters Behavior There isn’t very much your character can do; he/she
can steal a car, drive it, pick up and drop items, attack,and receive messages. Other than that, a character’ssuccess is based on the skill level of the player.
Physical/Intellectual/Psychological Attributes The character you control basically has none. It does
nothing intuitively. You have to control it completely.There is no real difference among the avatars withregard to these attributes.
CharacterInventoryHealthInteract()Move()Fight()Talk()AccessInventory()UseAccessWay()Die()Get/SetHealth()Get/SetInventory()
PlayerANSLevel: int
GamePoints: intincANSLevel(int): voiddecANSLevel(int): voidincGamePoints(int): voiddecGamePoints(int): void
Pedestrian
Location: int[2]
Move: void
CarCarOrientation: int
Location: int[2]HealthPoints: int
MaxHealthPoints: intMaxSpeed: int
MaxAcceleration:intmoveLeft: void
moveRight: voidmoveUp: void
moveDown: voidrotateCar: void
incHealthPoints(int): voiddecHealthPoints(int): void
World
MapItemsAccessWays
RemoveItem()Get/SetAccess()
Police
wayPoints: int[10][2]playerLocation: int[2]
onPatrol: Boolean
setPatrol(bool): void
Weapon
Firing speed: intAmmo: int
Damage: int
fire: void
Eventsperson dies person dies and blood is left on ground
scorescore (money) is increased based on how the event wastriggered
police chase police cars actively chasing playerpolice dies police officer dies and blood is left on groundwarrant forarrest active search for your car and chasedamage event car's damage meter is increased
blow up carcar's damage meter has increased to critical point and carexplodes
player dies game overbusted game over
new mission starts up a new mission via phone call or page
Interaction Matrix
Play
er C
ar
Play
er P
erso
n
Peop
le
Polic
e (P
erso
n)
Amm
o
Goa
l
Car
Player Carx x 1 2 3 8 5
Player Personx x 4 6 7 8 7
People1 4 x x 7 x x
Police (Person)2 6 x x 7 x x
Ammo3 7 7 7 x x 3
Goal8 8 x x x x x
Car5 7 x x 3 x x
Gameworld Levels: Three different cities in which you play in.
Within each city there are on average 14missions to accomplish and a number of secretmissions within each city. The missions consistof stealing cars, running narcotics, performinghits, kidnapping, and various other criminal actsfor the local crime boss. To find out what thenext mission is you answer phones and readyour pager.
Gameworld Transitions Each city is a level in and of itself; you begin in Liberty
City, then move on to San Andreas, and finally Vice City.Within each city there are two sets of roughly 15missions each. The order the missions appear in seemsto be random. After completing the missions and accumulating a
certain number of points, you move on to the nextmission set or city, advance in the Mob hierarchy andwork under a new boss.
Gameworld TransitionsWithin each city the missions flow from one
into another with no pause or loading. Thisallows for seamless game play.
Gameworld Dimensions: 40 feet to a city block. When walking around or
driving slowly the player can see about 40 squarefeet (20 ft. in each direction). Once the play hasstarted driving fast in a car the sight grows toabout the size of a city block (120 square feet).The total playing field (all three citiescombined) takes up about 6000 city miles.
Gameworld Time: 1980’sDaytime. Some missions are timed, where you die if you
do not complete the mission in the specifiedamount of time. The rest of the missions carry no time limit.
GameplayEvents At any point in the game, you can steal a car. As long as you are close
to a stopped car, whether there’s someone in the car or not, you cansteal it. This is usually done simply with the push of a button or key.
Driving is the primary aspect of the game, as you need to drive allover the cities to accomplish your missions.
Shooting and killing is also another important aspect of the game.You can drive or walk around and pick up weapons, or buy themfrom a store. You will need these weapons in order to accomplishcertain missions. Of course, at any time, you can also attack anyrandom person on the street, though this usually draws theattention and ire of the police very quickly.
GameplayChallenges
Driving is a challenge in itself. The controls are fairlycomplicated, so staying on the street and avoidingobstacles is not as easy as it looks.
Completing the missions without being killed orarrested is the biggest challenge in the game. It’s noteasy, for example, to drive a truck with a bomb in it,avoid obstacles so that the bomb doesn’t detonatewhile you’re driving, park it under a police station, andrun away before it explodes, all while playing undertime constraints.
GameplayChoices
Since the missions are governed by time constraints,finding the best route to a given location can be filledwith choices. All that’s given to you to navigate the cityis an arrow to point you in the direction of yourdestination and a paper map of each city that comeswith the game.
Of course, stealing many cars and causing manyaccidents will draw the attention of the police, so aplayer needs to be as careful as possible whencompleting missions.
GameplayChoices
Interestingly, deciding which car to steal can also decide one’sfate. When being chased by the police, for example, you’dprobably want a fast sports car so you can outrun them. Choosinga large, slow car in this situation might prove critical, as the copswould be able to catch up to you and arrest or kill you.
As you accomplish, you accumulate points. These points can laterbe spent, if necessary, on items that will help you in yourmissions or evade capture. For example, you can go to a “re-sprayshop,” which will paint your car a different color and change thelicense plates so the cops can’t recognize your car.
GameplayChoicesOn each level, you receive your first mission
through pay phones, which often appear ingroups. Each pay phone you choose to answercontains a different mission.
AI GTA does not have very much A.I., since for the most part,
completion of missions depends solely on the skill of the player. The driving A.I. is adequate, as a car will almost always stop when
you run out into the street on foot. A game like this would cause oneto drive recklessly, so the A.I. cars also do a good job of swervingwhen you drive in their way. Police A.I. is realistic in that they chaseyou well, but if you’re a skilled enough driver, you can get away.
Pedestrian A.I. is weak. They do stay on the sidewalk, and walkstraight when possible, but when you attack them, they mostly justtry to walk away rather than fight back.
CharactersAvatars: At the beginning of the game, you
can choose from among 5 different avatars.Other than appearance, there is seemingly nodiscernable difference among the characters.Enemies: Your enemies depend on the particular
mission. They may be rival mob bosses oroperatives, or the police, or there may be no enemyat all.
Ingredients of a Game
Interactivity: how the player perceives the world andhow he acts within it Storytelling and narrative: storyline, dramatic effect
and motivation, involvement Core mechanics: the rules Each of these aspects highly influences the impact of a
game What is the effect of shooting? Why do you shoot? How do you shoot, how does the target look, and how do
you see the effect?
Interactivity
Who is in control? Viewer versus active participant Linear story line versus multiple story lines
Features versus chrome What are essential features in a game? What is chrome Again, consider certain games Age of Empires (choosing from 12 races?) Simcity (building styles) Puzzles in Black-and-White
Is 3D chrome? Popoulos First-person view versus third person view
Game Design Timeline
Inspiration getting the global idea of the game duration: 1 month (for a professional game) people: lead designer result: treatment document, decision to continue
Conceptualization preparing the "complete" design of the game duration: 3 months people: lead designer result: complete design document
Blueprint separate the project into different tiers duration: 2 months people: lead designer, software planner result: several mini-specifications
Game Design Timeline
Architecture creating a technical design that specifies tools and technology used duration: 2 months people: project leader, software planner, lead architect result: full technical specification
Tool building create a number of (preferably reusable) tools required for the
game, like the 3D graphics engine, a level builder, or a unit builder duration: 4 months people: project leader and 4 (tool) programmers result: set of functionally complete tools (maybe not yet feature
complete)
Game Design Timeline
Assembly create the game based on the design document using the tools; in the
process the design document and the tools can be updated if required(consulting the lead designer)
duration: 12 months people: project leader, 4 programmers, 4 artists the complete game software and toolset
Level design create the levels for the game duration: 4 months people: project leader, 3 level designers result: finished game with all levels, in-game tutorials, manuals
Review testing the code, the gameplay, and the levels duration: 3 months (partially overlapping level design) people: 4 testers result: the gold master
People Involved
Lead designer Project leader Software planner Architectural lead Programmers (tools and game) Artists Level designers Testers
References http://www.gamasutra.com/ http://www.gamedev.net/ http://www.yoyogames.com/
http://www.rpgmakerweb.com/ Jacob Habgood and Mark Overmars, The Game Maker’s Apprentice: Game
Development for Beginners, Apress. Katie Salen and Eric Zimmerman, Rules of Play, MIT Press. Andrew Rollins and Dave Morris, Game Architecture and Design, New
Riders. Joseph Campbell, The Hero with a Thousand Faces, Princeton University
Press. Jesse Schell, The Art of Game Design, Morgan Kaufmann Tony Mott, 1001 Video Games you must play before you die, Quintessence
اشكًر
Thank you!Thank you!
Types of Games
Action – Frantic button pushing (reaction speed,experience) Adventure – (including RPG) The story matters (surprise,
emotions) Strategy – Nontrivial choices (insight, cleverness,
experience) Simulation – Optimization exercises (insight, experience) Puzzle – Hard analytic thinking (cleverness) Competition – Beat the other (human) players Toys – Software to have fun with (surprise) Education – Learning by doing
Important aspects
Reaction speed Experience Insight Cleverness Surprise Emotions
Game Genre
First person shooter, FPS (DOOM) Third person shooters Role playing games, RPG (Leisure Suit Harry) Flight simulators Racing Sport simulators Strategy games (real-time or turn based) GOD games (Popoulos) Puzzle games Adventure …
A* Algorithm1. Let P=the starting point (g is zero for the starting point).2. Compute g, h, and f values associated with P.3. Add P to the Open list. At this point, P is the only node on the Open list.4. Let B=the best node from the Open list (the best node has the lowest f-value).
a. If B is the goal node, then quit- a path has been found.b. If the Open list is empty, then quit- a path cannot be found.
5. Let C=a be a valid node connected to B.a. Assign f, g, and h values to C.b. Check whether C is on the Open or Closed list.
i. If so, check whether the new path is more efficient (lower f-value).1. If so, update the path.
ii. Else, add C to the Open list.c. Repeat step 5 for all valid children of B.
6. Repeat from step 4.