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Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 10: Core Mechanics.

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Presentation on theme: "Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 10: Core Mechanics."— Presentation transcript:

1 Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 10: Core Mechanics

2 Chapter 10 Core Mechanics2 © 2009 by Pearson Education, Inc. Objectives Explain the functions of the core mechanics in a game Describe the key components—resources, entities, attributes, and mechanics—that define how a game works Explain how a game’s internal economy controls the way resources and entities are produced, consumed, and exchanged by sources, drains, converters, and traders

3 Chapter 10 Core Mechanics3 © 2009 by Pearson Education, Inc. Objectives (Cont.) Discuss how the core mechanics implement both challenges and player actions to manage gameplay Know how to design the core mechanics of a game by writing specifications to document the entities and the functioning of the mechanics Understand how to use random numbers in a game, and test with Monte Carlo simulation

4 Chapter 10 Core Mechanics4 © 2009 by Pearson Education, Inc. What Are the Core Mechanics? Core mechanics consist of algorithms and data that precisely define the rules  Implementation of mechanics varies as project goes through design process  Player does not experience core mechanics directly The game engine is the part of the software that implements the game’s rules

5 Chapter 10 Core Mechanics5 © 2009 by Pearson Education, Inc. What Are the Core Mechanics? (Cont.) Functions of the core mechanics in operation  Operate the internal economy  Present active challenges  Accept player’s actions and determine their consequences  Detect victory, loss, and the termination conditions  Operate the AI of nonplayer characters  Switch the game from mode to mode  Transmit triggers to the storytelling engine

6 Chapter 10 Core Mechanics6 © 2009 by Pearson Education, Inc. What Are the Core Mechanics? (Cont.) Real-time games versus turn-based games  In a real-time game, many mechanics are processes that operate continuously  In a turn-based game, mechanics compute the effects of the player’s actions after each turn Core mechanics and level design  Design should specify how challenges work in general but not which challenges each level will contain

7 Chapter 10 Core Mechanics7 © 2009 by Pearson Education, Inc. Key Concepts A resource is a type of object or material that can move or exchange within the game  Resources are handled as numeric quantities  Core mechanics define how resources are used or traded and how they enter and leave the game Note: resources are not objects but types of objects  “Pencils” are a resource  “This pencil” or “these 3 pencils” are entities

8 Chapter 10 Core Mechanics8 © 2009 by Pearson Education, Inc. Key Concepts (Cont.) An entity is an instance of a resource or the state of some element of the game world  A simple entity is defined by one datum E.g. Points scored in a basketball game  A compound entity is defined by multiple attributes A character in a role-playing game has many attributes  A unique entity occurs when the game world contains only one entity of a specific type A football in a football game is a unique entity – there is only ever one in play. It is compound because it has several attributes: position, velocity, and spin

9 Chapter 10 Core Mechanics9 © 2009 by Pearson Education, Inc. Key Concepts (Cont.) Mechanics document how the game world and everything in it behaves  States the relationships among entities  A global mechanic operates throughout the game  Identifies the events and processes that take place among the resources and entities  Tracks the conditions that trigger events and processes

10 Chapter 10 Core Mechanics10 © 2009 by Pearson Education, Inc. Key Concepts (Cont.) Numeric and symbolic relationships  A numeric relationship between entities is defined in terms of numbers and arithmetic operations  The values of symbolic entities can’t be added or manipulated mathematically You must define how symbolic entities change state Symbolic entities can control mathematical operations on other numeric entities

11 Chapter 10 Core Mechanics11 © 2009 by Pearson Education, Inc. Entity Examples

12 Chapter 10 Core Mechanics12 © 2009 by Pearson Education, Inc. The Internal Economy A source is a mechanic that defines the way that a resource or entity comes into the game world  The “Go” square in Monopoly is a source that produces money according to certain rules  Sources can produce resources automatically or when started by the player  Sources can be global mechanics  Sources can be limited or unlimited

13 Chapter 10 Core Mechanics13 © 2009 by Pearson Education, Inc. The Internal Economy (Cont.) Drains remove resources from the game Converters turn a resource into a different type of resource Traders change the ownership of resources Production mechanisms make a resource available to players

14 Chapter 10 Core Mechanics14 © 2009 by Pearson Education, Inc. The Internal Economy (Cont.) Resources can be tangible or intangible  Tangible resources possess physical properties  Intangible resources do not occupy space or require transportation In a feedback loop, a production mechanism requires some of the resource that the mechanism itself produces  Not a problem unless the system runs out of the resource—this produces deadlock

15 Chapter 10 Core Mechanics15 © 2009 by Pearson Education, Inc. The Internal Economy (Cont.) Two production mechanisms that require each other’s output as inputs are mutually dependent In static equilibrium, the amount of resources produced and consumed remains the same In dynamic equilibrium, the amount of resources produced and consumed fluctuates cyclically

16 Chapter 10 Core Mechanics16 © 2009 by Pearson Education, Inc. Core Mechanics and Gameplay Core mechanics present challenges to the player and accept actions from the player  Core mechanics implement the mechanisms to operate challenges  Core mechanics perform tests to see if a challenge has been surmounted  Passive challenges (such as static obstacles) do not require mechanics to operate  Active challenges require mechanics that implement their activity

17 Chapter 10 Core Mechanics17 © 2009 by Pearson Education, Inc. Core Mechanics and Gameplay (Cont.) Actions and the core mechanics  Actions available to a player normally do not change much from level to level  Player actions trigger mechanics  Complicated actions may involve manipulation or storage of data In this case you must create both an event mechanic that implements the action and an entity that stores the data

18 Chapter 10 Core Mechanics18 © 2009 by Pearson Education, Inc. Designing the Core Mechanics Goals of core mechanics design  Keep it simple and elegant  Create generalized systems from patterns  Use iterative refinement Don’t try to get everything perfect on paper Build a prototype, test it, and refine the results  Discuss with programmers the level of detail they need in your documentation

19 Chapter 10 Core Mechanics19 © 2009 by Pearson Education, Inc. Designing the Core Mechanics (Cont.) Revisit earlier design work on the project to identify entities and mechanics  Nouns in design documents will probably be implemented as entities or resources or both  Verbs are actions that will be implemented as mechanics  “If” and “when” statements identify conditions that trigger and control mechanics

20 Chapter 10 Core Mechanics20 © 2009 by Pearson Education, Inc. Designing the Core Mechanics (Cont.) List the entities and resources  Does a noun describe a resource or an entity?  If an entity, is the entity simple or compound?  If a compound entity, what attributes describe it?

21 Chapter 10 Core Mechanics21 © 2009 by Pearson Education, Inc. Designing the Core Mechanics (Cont.) Add the mechanics  Remember that mechanics consist of relationships, events, processes, and conditions  Think about your resources  Study your entities  Analyze challenges and actions  Look for global mechanics

22 Chapter 10 Core Mechanics22 © 2009 by Pearson Education, Inc. Random Numbers and the Gaussian Curve For pseudo-random numbers, a seed generates the sequence of random numbers produced by the algorithm In uniform distribution, the chance of getting any number equals the chance of getting any other number Sometimes you want certain events to be rare and others to be common – for this use non-uniform distributions of random numbers

23 Chapter 10 Core Mechanics23 © 2009 by Pearson Education, Inc. Random Numbers and the Gaussian Curve (Cont.) To generate non-uniform random numbers, generate multiple uniform ones and add them together  Adding 3 six-sided dice produces non-uniform values between 3 and 18.  10 and 11 are common, but 3 and 18 are very rare Using nonuniform distribution creates a Gaussian curve

24 Chapter 10 Core Mechanics24 © 2009 by Pearson Education, Inc. Monte Carlo Simulation A means of testing a complex mechanic to see how it performs in different conditions Simulate your mechanic hundreds or thousands of times with different random values in the entities it works with Analyze the results to see if the mechanic is performing the way you expect Often you can do this in a spreadsheet

25 Chapter 10 Core Mechanics25 © 2009 by Pearson Education, Inc. Summary You should now understand  How core mechanics function  How to identify resources, entities, and mechanics  How to manage the internal economy  How core mechanics affect gameplay  How to convert your early design into mechanics  How to generate random numbers  The use of Monte Carlo simulation


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