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3D Game Programming All in One By Kenneth C. Finney.

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Presentation on theme: "3D Game Programming All in One By Kenneth C. Finney."— Presentation transcript:

1 3D Game Programming All in One By Kenneth C. Finney

2 Chapter 21 Creating the Game Mission

3 Creating the Game Mission Game Design Requirements –Start with a vision or idea –Ask questions about it –Stay general if possible Constraints –Will dictate some answers –Technology & budget can constrain

4 Creating the Game Mission Game Design Refine answers to questions to create a list of requirements Examine answers to extract the sense of your game Save your list of requirements and return to it periodically

5 Creating the Game Mission Torque Mission Editor World Editor –Inspector –Creator Terrain Editor Terrain Terraformer Editor Terrain Texture Editor Mission Area Editor

6 Creating the Game Mission Torque Mission Editor File Menu –Disk and file operations Edit Menu –Cut, copy & paste, settings Camera Menu –Change camera modes and set fly mode speed

7 Creating the Game Mission Torque Mission Editor World Menu –Lock, unlock, hide & show objects –Object-based camera movement –Drop mode choices –Reset object transforms

8 Creating the Game Mission Torque Mission Editor World Editor Menu –Inspector for viewing object properties –Creator for inserting objects into mission –Editor Tree for selecting objects in list form

9 Creating the Game Mission Particles Particle: The visible effect Particle Emitter: The object that generates the particles Particle Emitter Node: Object that carries the Emitter

10 Creating the Game Mission Particles ParticleData: defines a particle ParticleEmitterData: defines a particle emitter ParticleEmitterNodeData: defines a particle emitter's node

11 Creating the Game Mission Lab 7: Building a Fire Practice creating particle datablocks Practice placing particles in Koob game world

12 Creating the Game Mission Lab 8: Building a Waterfall Practice creating particle datablocks Practice placing particles in Koob game world

13 Creating the Game Mission Terrain Two prebuilt terrains provided TrackA.ter and TrackB.ter Drivable track on both terrains made using Texture Editor TrackA mission includes waterblock

14 Creating the Game Mission Lab 9: Adding Track Terrain Practice working with terrain files Practice working with mission files

15 Creating the Game Mission Lab 10: Adding Items and Structures Practice placing items Practice structures Structures are used for checkpoints Practice deciding where to place items for gameplay purposes

16 Summary Create a Requirements Spec by asking questions and cataloging the answers Constraints dictate aspects of a design Torque has a built-in Mission Editor for creating levels, terrains & particles, placing items, and other game world features Particles can be free-standing or attached to objects


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