CS 4730 Action vs. Interaction CS 4730 – Computer Game Design Credit: Several slides from Walker White (Cornell)

Slides:



Advertisements
Similar presentations
Summer Computing Workshop. Introduction to Variables Variables are used in every aspect of programming. They are used to store data the programmer needs.
Advertisements

Structure of Games Formal Elements Element that engage the Player Dramatic Elements.
Game Procedures Who does what, where, when, and how?
Homework for Next Class Reading: Chapter 13 For a digital game of your choice (*): 1.Give an example of an element in the graphical user interface of the.
CS 4730 Defining Formal Elements CS 4730 – Computer Game Design.
Computer Training for Elders.  We make some assumptions about who you are: ◦ You are interested in using a computer for a few basic tasks (to begin with)
User Interfaces By Mathieu Leduc. What is the User Interface(UI)? Knows about any input/output hardware Translates player actions into actions in the.
Administrative This was the last homework for the semester (yay!) First run of games: October 16 nd in class –Short document describing: goal + operational.
Place captured red pieces here Place captured yellow pieces here To use as Kings Rules New Game Exit Left mouse click on piece – drag to desired location.
Write Your First Computer Game!. Coding: Programming Languages Just like you can speak Chinese to someone who understands Chinese to tell them what to.
How do games work? Game Workshop July 4, Parts Sprites/pictures Map/background Music/sounds Player character Enemies Objects.
Hypotheses for the SMS user interface Richard Walker Frascati January 5, 2007.
SELECT A LESSON 1. A WORLD AND CHARACTERS 2. PATHS AND ENEMIES 4. USING PAGES TO CHANGE THE RULES 5. GAME ANALYSIS AND DESIGN 6-7. CREATING YOUR OWN GAME.
INTRODUCTION TO SCRATCH. About Me Resources Scratch Website Learn Scratch Washington-Lee Computer.
CORE MECHANICS. WHAT ARE CORE MECHANICS? Core mechanics are the heart of a game; they generate the gameplay and implement the rules. Formal definition:
Fell View Computer Club StarLogo TNG – Session Two.
Formal Elements of Games Maribeth Gandy and Jeff Wilson Based of Ch 3 of Game Design Workshop by Tracy Fullerton.
CS 352, W12 Eric Happe, Daniel Sills, Daniel Thornton, Marcos Zavala, Ben Zoon ANDROID/IOS RPG GAME UI.
CS 4730 What is a game? CS 4730 – Computer Game Design.
CSCI 101 Introduction to Software Development and Design.
CS 4730 Level Design CS 4730 – Computer Game Design Credit: Several slides from Walker White (Cornell)
INTRODUCTION TO THE SCRATCH PROGRAMMING ENVIRONMENT.
Creative Commons Attribution 3.0 creativecommons.org/licenses/by/3.0 Key Abstractions in Game Maker Foundations of Interactive Game Design Prof. Jim Whitehead.
Model View Controller (MVC) Rick Mercer with a wide variety of others 1.
Game analysis Robin Burke GAM 206. Outline o Quiz (30 min) o Game analysis o Rules o Play o Culture.
Designing Interface Components. Components Navigation components - the user uses these components to give instructions. Input – Components that are used.
Fall 2006CS4455 Prototyping Maribeth Gandy Jeff Wilson
Things that you should consider for Gameplay Game Design Vishnu Kotrajaras, Ph.D. Later parts are from Jesse Schell’s slides.
StarLogoTNG 101 Treasure Hunt Game Unit Lesson 2: Keyboard Controls.
Moving Around in Scratch The Basics… -You do want to have Scratch open as you will be creating a program. -Follow the instructions and if you have questions.
Test Environment Algorithm Program Requirements/ Enhancements Analyze the Problem and Design a Solution Programming Software Translates the Source Code.
CS 352, W12 Eric Happe, Daniel Sills, Daniel Thornton, Marcos Zavala, Ben Zoon ANDROID/IOS RPG GAME UI.
CHAPTER 10: CORE MECHANICS Definitions and Mechanisms.
The Monster’s Revenge TEAM DEFAULT. Summary Players act as Frankenstein's Monster, who is trying to sneak on top Victor’s property. The Monster’s goal.
CS 4730 Probability and Risk CS 4730 – Computer Game Design Credit: Several slides from Walker White (Cornell)
CS 4730 Game Architecture CS 4730 – Computer Game Design Credit: Some slide material courtesy Walker White (Cornell)
Making Python Pretty!. How to Use This Presentation… Download a copy of this presentation to your ‘Computing’ folder. Follow the code examples, and put.
CS 352, W12 Eric Happe, Daniel Sills, Daniel Thornton, Marcos Zavala, Ben Zoon ANDROID/IOS RPG GAME UI.
Games. Types of games  RPG  FPS  PLATFORMER  SIDESCROLLER  POINT AND CLICK.
Game Procedures Who does what, where, when, and how?
ENGR-TS-2: The students will develop an understanding of how the design process is used to develop a technological system.
Video Games & Object Oriented Programming. Games.
Graphics Final Project: TANK! Zak Andree Kevin Pang Ed Kim.
Today we are learning to: Understand how actions and events control our game. Completing the catch the clown game – making a room – adding music Gather.
Game Procedures Who does what, where, when, and how?
Motivates, interests and engages. Teaches problem solving skills. Allows for creativity and imagination. Demonstrates project design. Encourages teamwork.
Model View Controller (MVC) an architecture Rick Mercer with help from many of others 1.
Introduction to Computer Programming - Project 2 Intro to Digital Technology.
2/19/20161 Gameplay and Interactivity CIS 487/587 Bruce R. Maxim UM-Dearborn.
Scott Keling and Gary Darby Escape From Skybase 17.
Stencyl Visual Programming Dr. Gary Liu. Sections: 1: Game Development Concepts 2: Stencyl and Game Mechanics 3: Stencyl Story and Aesthetics 4: stencyl.
GAME:IT Mario Creating Platform Games Level 4 with GML Game Maker Language (GML) allows users more flexibility in game design. GML is similar to how real.
The Stingray Example Program CMT3311. Stingray - an example 2D game May be useful as a simple case study Most 2D games need to solve generic problems.
Introducing Scratch Learning resources for the implementation of the scenario
Game Maker Tutorials Introduction Clickball IntroductionClickball Where is it? Shooting Where is it?Shooting.
Chapter 14 Part 1: Core Game Mechanics By Nolan Driessen.
CST 1101 Problem Solving Using Computers
Who does what, where, when, and how?
Serious Games Game elements.
Introduction to Events
Cooper Part III Interaction Details Designing for the Desktop
Learning to program with Logo
Elements of a System Formal system Experiential system Cultural system
CIS 487/587 Bruce R. Maxim UM-Dearborn
Cooper Part III Interaction Details Designing for the Desktop
Chapter 14 Part 1: Core Game Mechanics By Nolan Driessen
Object-Oriented Programming (OOPs)
So you want to be a Game Designer
Goal Space Parts Rules Mechanics Space – Where the game takes place
Presentation transcript:

CS 4730 Action vs. Interaction CS 4730 – Computer Game Design Credit: Several slides from Walker White (Cornell)

CS 4730 Procedures and Rules Procedures are the actions that players can take to achieve their objectives Rules define the game objects and set limits on the player procedures 2

CS 4730 Procedures At their most basic, procedures map to the input device you are using You will fall into one of a few categories –Gamepad: a controller input device with a specified set of directional and interactive command buttons –Mouse: a pointer interface that can interact with click, hover, drag, and drop –Keyboard: like a gamepad, but with far more discrete command button options –Combination: such as Mouse/Keyboard 3

CS 4730 Is this real? 4

CS 4730 Is this real? 5

CS 4730 Is this real? 6

CS 4730 Actions vs. Interactions In a game context, an action is a procedure that is mapped to a control input. –Examples: Jump, Move, Run, Shoot, Slide, etc. An interaction is an outcome of the game state and may not be the result of any direct action from the player and can happen without any input. –Examples: Collisions, Line-of-sight, Resource change 7

CS 4730 Game Mechanic A game mechanic is the relationship and combination of any number of actions and interactions. Each relationship/combination could be considered a separate rule in the game world. Example: Super Mario Bros. –Actions: Run left and right; jump –Interaction: Collision with opponent –Rule: If collision is on top of enemy, enemy changes state according to its rule set; otherwise take damage according to rule set 8

CS 4730 Let’s Create Some Actions! Verbs that describe what the player can do Does not have to be attached to an avatar! Let’s play! 9

CS 4730 Designing Actions Start by brainstorming verbs that make sense in the world you are building –Define the types of verbs –Define the scope of the verbs Do the verbs directly help the player achieve the goal? How many verbs do I need? –Well, enough to avoid being too simple –And… 10

CS 4730 OMG So Many VERBS! 11

CS 4730 Primary vs. Secondary Verbs Imagine you had no obstacles or challenges in a game… what verbs would you actually need? 12

CS 4730 Primary vs. Secondary Actions Imagine you had no obstacles or challenges in a game… what verbs would you actually need? 13 Platformers: -Goal: Reach exit -Movement is only need verbs! -Killing enemies is secondary Concentrate on primary verbs; too many secondary leads to bloat!

CS 4730 Verb Analysis Pick a game; find the verbs 14

CS 4730 Finding Good Verbs Keep number of verbs to minimum; utilize interesting interactions Avoid verb proxies –“use an item” -> What is the item doing? –“shoot” -> What does the weapon do? Outcome oriented verbs Ask if the goal helps the player reach the goal? Does it overcome a challenge or obstacle? 15

CS 4730 Combining Actions Verbs can combine in interesting ways –What verbs can you combine in Super Mario Bros? –How can a verb change based on the environment (interactions)? This is called emergent behavior NOTE: Not all combos are emergent – not all have to do with interactions with environement 16

CS 4730 Interactions Specifically NOT the direct action of a player –Outcome of the game state –Can happen without player input Example: Collisions –Can happen by player movement OR can happen by game state changing What are some other interactions? 17

CS 4730 Interaction Example Beat Sneak Bandit –Verb: Move –Rhythm game where you move to the beat –All movement is on rails –Turns at obstacles 18

CS 4730 Procedures vs. Rules Rules are formal schemas In general, we have three types of rules –Operational - the “English” rules of a game as the player understands them –Constitutive - the underlying math and logic behind the operational rules –Implicit - extra rules understood by the players to make the game move forward 19

CS 4730 Operational Rules The rules of the game as if you were explaining them to a friend “In Mario, you can run and jump and land on top of goombas and they die!” Consider this the instruction book approach to rules – highest level of abstraction 20

CS 4730 Constitutive Rules The operational rules as understood by the game system itself A goomba dies iff the bottom of Mario’s sprite collides with the top of the goomba’s sprite This is how the game is actually programmed 21

CS 4730 Implicit Rules Agreed upon rules of a game that are not part of the formal rule set, but are important to make the game work For instance, a time limit on a move on a board game – not an actual time limit, but you know when someone is taking too long 22

CS 4730 Designing Good Rules Should lead players to interesting choices –Player MUST be able to make some decisions! –System MUST respond and give feedback! Bad rules –Pure luck based –Lack of interaction –Doesn’t relate to goal 23

CS 4730 Mechanics vs. Rules Mechanics are created by game designers in the framework of rules Dynamics are created by players as interpretations of mechanics within the rules Rules are the formal implementation of the game world 24

CS 4730 Formalizing Everything The game state is the current positioning/value of all entities in the game world Actions a player takes is input into the current game state An interaction is a function between game states as determined by the actions (of both player and world) in generating a new game state The Game Loop 25