CORE MECHANICS. WHAT ARE CORE MECHANICS? Core mechanics are the heart of a game; they generate the gameplay and implement the rules. Formal definition:

Slides:



Advertisements
Similar presentations
Design by Contract.
Advertisements

CORE MECHANICS Matt Nelson. Core Mechanics & Gameplay Core Mechanics manage the gameplay: Implement all actions Implement challenges.
Modeling and simulation of systems Slovak University of Technology Faculty of Material Science and Technology in Trnava.
Information System Engineering
Artificial Intelligence in Game Design Introduction to Learning.
Event-drive SimulationCS-2303, C-Term Project #3 – Event-driven Simulation CS-2303 System Programming Concepts (Slides include materials from The.
Understanding Randomness
Algorithms and Problem Solving-1 Algorithms and Problem Solving.
Lecture 14 Go over midterm results Algorithms Efficiency More on prime numbers.
Discrete Event Simulation How to generate RV according to a specified distribution? geometric Poisson etc. Example of a DEVS: repair problem.
Game Design and Programming. Objectives Classify the games How games are design How games are implemented What are the main components of a game engine.
Valve’s Design Process for Creating Half-Life 2  Presented by David Speyrer and Brian Jacobson.
Chapter 1 Program Design
System Analysis and Design
CODING Research Data Management. Research Data Management Coding When writing software or analytical code it is important that others and your future.
[ §4 : 1 ] 4. Requirements Processes II Overview 4.1Fundamentals 4.2Elicitation 4.3Specification 4.4Verification 4.5Validation Software Requirements Specification.
©Ian Sommerville 2004Software Engineering, 7th edition. Chapter 10 Slide 1 Formal Specification.
Chapter 11: understanding randomness (Simulations)
Fundamentals of Python: From First Programs Through Data Structures
DCT 1123 PROBLEM SOLVING & ALGORITHMS INTRODUCTION TO PROGRAMMING.
F UNDAMENTALS OF G AME D ESIGN C ORE M ECHANICS Sayed Ahmed BSc. Eng. in CSc. & Eng. (BUET) MSc. in CSc. (U of Manitoba)
Copyright © 2010 Pearson Education, Inc. Unit 3: Gathering Data Chapter 11 Understanding Randomness.
Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 16: Sports Games.
Fundamentals of Python: First Programs
TECHNOLOGY. Computer games have always been driven by technology. For many years it was advances in graphics that changed the way computer games were.
Simple Program Design Third Edition A Step-by-Step Approach
CO1301: Games Concepts Dr Nick Mitchell (Room CM 226) Material originally prepared by Laurent Noel.
Artificial Intelligence in Game Design
In this chapter we introduce the idea of what it means for something to be truly random. We also investigate techniques for simulating randomness.
Fundamentals of Game Design
Artificial, Composite and Secondary UIDs
Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 10: Core Mechanics.
System Development Life Cycle. The Cycle When creating software, hardware, or any kind of product you will go through several stages, we define these.
Passage Three Multimedia Application. Training target: In this part , you should try your best to form good reading habits. In order to avoid your ill.
Chapter 12 Evaluating Products, Processes, and Resources.
Copyright 2002 Prentice-Hall, Inc. Chapter 2 Object-Oriented Analysis and Design Modern Systems Analysis and Design Third Edition Jeffrey A. Hoffer Joey.
Slide 11-1 Copyright © 2004 Pearson Education, Inc.
Presenter: Chih-Yuan Chou GA-BASED ALGORITHMS FOR FINDING EQUILIBRIUM 1.
Copyright © 2007 Pearson Education, Inc. Publishing as Pearson Addison-Wesley Chapter 11 Understanding Randomness.
Dynamic Games & The Extensive Form
Computer Science 1172 Scratch Project on Artificial Intelligence and Computational Thinking Nicholas Crabtree Jiang Jiang Liu Thinking Speaking Writing.
Developing an Algorithm
CHAPTER 10: CORE MECHANICS Definitions and Mechanisms.
Understanding Randomness
Copyright © 2007 Pearson Education, Inc. Publishing as Pearson Addison-Wesley Extended Prelude to Programming Concepts & Design, 3/e by Stewart Venit and.
CSE1GDT Gameplay Mechanics. Core Mechanics The exact definition of the gameplay rules –It doesn’t matter where these rules are, just that you know them!
Chapter 1 Program design Objectives To describe the steps in the program development process To introduce the current program design methodology To introduce.
CS212: Object Oriented Analysis and Design Lecture 13: Relationship between Classes.
M ONTE C ARLO SIMULATION Modeling and Simulation CS
Chapter 8 Lecture 1 Software Testing. Program testing Testing is intended to show that a program does what it is intended to do and to discover program.
F.E.A.R. Game AI Evaluation by Robert Rak. What is F.E.A.R. ? FEAR is a First Person Shooter game Player takes on the role of an elite strike force team.
Teaching Play In a Sports Environment Play Resource Pack.
Random numbers in C++ Nobody knows what’s next....
Dr Nick Mitchell (Room CM 224)
2/20: Ch. 6 Data Management What is data? How is it stored? –Traditional management storage techniques; problems –DBMS.
Interactive Programming Alice. Control of flow Control of flow -- how the sequence of actions in a program is controlled. What action happens first, what.
Common Terms in Game Design From: “Challenges for Game Designers” by Brenda Brathwaite and Ian Schreiber Course Technology,
Program Design. Simple Program Design, Fourth Edition Chapter 1 2 Objectives In this chapter you will be able to: Describe the steps in the program development.
Object Oriented Analysis & Design By Rashid Mahmood.
World of Wokcraft The very best in Single pan cooking themed fantasy gaming!
Verification vs. Validation Verification: "Are we building the product right?" The software should conform to its specification.The software should conform.
Powerpoint Templates Data Communication Muhammad Waseem Iqbal Lecture # 07 Spring-2016.
© 2009, Tom McKendree The Systems Engineering Game (Basic Game) 1.0 Introduction This is a game about the systems engineering process, as represented by.
Chapter 14 Part 1: Core Game Mechanics By Nolan Driessen.
Collision Theory and Logic
Collision Theory and Logic
Games Design: Game Concepts
Unified Modeling Language
Chapter 14 Part 1: Core Game Mechanics By Nolan Driessen
Presentation transcript:

CORE MECHANICS

WHAT ARE CORE MECHANICS? Core mechanics are the heart of a game; they generate the gameplay and implement the rules. Formal definition: The core mechanics consist of data and the algorithms that precisely define the game’s rules and internal operations.

HOW DO YOU TURN RULES INTO CORE MECHANICS? In early stages of design, you may only have a hazy idea of the details of your game’s rules. When you design core mechanics, you define rules precisely and completely.

WHAT ARE THE CORE MECHANICS? As a project moves through different stages, the mechanics remain the same, but their implementation varies. First you document the algorithms in ordinary language in a design document. If you wish to change the mechanics at this point, you simply edit the document. The core mechanics should be stated precisely enough that the programmers can write code just using your design document. At this point, if you wish to change the mechanics, you have to ask the programmers to change the code or the data files.

THE CORE MECHANICS AS PROCESSES The relationship between the core mechanics and the game engine is extremely close, because the core mechanics specify how the game engine will behave. The core mechanics do not dictate what the game engine will do; rather, how the engine carries out actions is guided by the core mechanics.

FUNCTIONS OF THE CORE MECHANICS IN OPERATION Core mechanics do multiple things, such as: Operate the internal economy of the game. Present active challenges to the player Accept player actions Detect victory or loss Operate the artificial intelligence Switch the game from mode to mode Transmit triggers to the storytelling engine

REAL-TIME VERSUS TURN-BASED Most games operate in real time, so the mechanics specify parameters of a living world whether the player acts or not. AI-driven characters go about their business, traps check to see if they should spring upon anyone, banks collect/pay interest, etc. In turn-based games, the core mechanics don’t do anything until a player takes his turn. Once a player finishes his turn, the core mechanics compute the effects of his actions on the game world.

CORE MECHANICS AND LEVEL DESIGN Most games present gameplay in separate levels, each with its own set of initial conditions, challenges, and termination conditions. When a level starts up, the core mechanics read the level design data from a file. The data includes: the initial state of the game world; the challenges, actions, and NPCs; and the victory conditions for the level Core mechanics should specify how challenges work in general, not which challenges each level will contain.

KEY CONCEPTS - RESOURCES Resources refer to types of objects or materials the game can move or exchange. Marbles constitute a resource in your game if your player can pick up marbles, trade them, and put them down again. The core mechanics define the processes by which the game creates, uses, trades, and destroys resources. Nonphysical concepts such as popularity or vague concepts such as resistance to poison are often treated as resources.

KEY CONCEPTS - ENTITIES An entity is a particular instance of a resource, or the state of some element of the game world. There are three types of entities: simple, compound, and unique. Simple entities - The player’s score, or the current state of a traffic light can be completely specified by a single datum; this is called a simple entity. Compound entities – It may take more than one data value to describe an entity. For example, in a flight simulator, if the wind has both speed and direction, then the wind is a compound entity. Each of these values is called an attribute. Unique entities – If a game contains only one entity of a particular type, the it is a unique entity. The players avatar is usually an unique entity.

KEY CONCEPTS - MECHANICS Mechanics document how the game world and everything in it behave. Mechanics state the relationships among entities, the events and processes that take place among the resources and the entities of the game, and the conditions that trigger events and processes. The mechanics can describe something as simple as a light switch or something as complicated as the AI of a smart NPC.

RANDOM NUMBERS AND MONTE CARLO SIMULATION Random numbers are used all the time in games. When a random number is chosen, it’s value is between 0 and 1. Pseudo-Random Numbers If you roll a set of die, you get a certain outcome, and then roll the die again, each roll is different from the previous roll, but the sequence of rolls is identical. Pseudo-random numbers are extremely useful when tuning a game’s mechanics. By using the same seed each time you play, you always get the same random numbers. Just before a game is ready to ship, the programmers change the code to take a random seed.

MONTE CARLO SIMULATION In Monte Carlo simulation, you make a large number of test runs of your system using random inputs, and record the results in a file. Then you can examine the file and make sure that the outcomes reflect the behaviour that you expect. To perform a Monte Carlo simulation with the sports example, randomly generate two teams of athletes, with a variety of random attribute settings for each athlete, then apply your mechanic to them and record which team wins. Do this repeatedly, 1000 times or so. Afterwards, analyze the data from the simulations to see if any anomalies occurred. Some examples of Monte Carlo simulation would be: to predict profits when people buy products at different price points, to predict the failure rate of new products, and so on.