Fine-Tuning Game Controls UC Santa Cruz CMPS 171 – Game Design Studio II courses.soe.ucsc.edu/courses/cmps171/Winter13/01 8 February 2013.

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Presentation transcript:

Fine-Tuning Game Controls UC Santa Cruz CMPS 171 – Game Design Studio II courses.soe.ucsc.edu/courses/cmps171/Winter13/01 8 February 2013

UC SANTA CRUZ Upcoming deadlines  Friday, February 8  Team status report due, via team status report tool  Friday, February 22  Sprint 2 ends  14 days until the end of the Sprint (including President’s Day holiday)

UC SANTA CRUZ Team meetings  Will be meeting Siegebreakers (3:30pm) and Lens (4:30pm) today

UC SANTA CRUZ Lab Cleanup Schedule  This week: We’re Screwed!  Next week: 10 Days Left to Live  Team duties:  Ensure overflowing trash cans are emptied to bin outside in 3 rd floor courtyard (anytime during week)  By 5pm Monday and 5pm Friday (unless things get out of control, then more often):  Pick up food containers, bottles, etc.  Pick up stray craft materials, pens, etc and return to drawers  Clean off tables in conference rooms and big circular table  Report any major soda/food spills to me, so we can call cleanup crews  Put controllers/game boxes/etc. away (tidy up game area)  Report any cleaning materials needed

UC SANTA CRUZ Next week’s meetings: Art Direction Review  Starting with next week’s meetings, want to review the art direction for each game  Please come to meeting with examples of concept art, artwork for items in the game, etc.  General goal is that I want to get a good feel for what the final look of the game will be, and provide feedback  Artists are welcome and encouraged to attend, but if they can’t make it, that’s fine too

UC SANTA CRUZ Getting movement control right  Several common control problems with games  Floaty: after receiving player input, the player avatar is non-responsive for a short period of time  Avatar is “floating” through space  Twitchy: player avatar is overly responsive to player input  At its worst, avatar is vibrating, reacting even to noise in reading values of the physical controls  Unresponsive: player avatar responds slowly, or unreliably to player input

UC SANTA CRUZ Attack, Decay, Sustain, Release  Controller inputs are mapped to in-game parameters  Example: right D-Pad arrow mapped to forward motion in Super Mario Bros.  The magnitude of the response of a parameter to a control over time is critical to the “feel” of that control  A framework for thinking about this time response is:  Attack  Decay  Sustain  Release max speed time (sec) 1 sec A S R 2 sec Model of Mario’s Horizontal Movement button pressed button released

UC SANTA CRUZ ADSR  Attack  The controlled parameter ramps up to its maximum value  Decay  Any automatic decrease from the maximum value before reaching a steady- state value of the parameter  Often not present in video games  When present, is often a mistake  Sustain  A steady-state value for the parameter, often maintained for as long as the player uses the control  Release  The controlled parameter decreases back to some background state (down to no activity, no firing, etc.)  Each of these are variables you can manipulate in creating your game’s feel

UC SANTA CRUZ Immediate Response  Immediate response to control  Very short attack/release  Example: player in Donkey Kong  Responsive, but stiff  Good for precise control: movement and jumping max speed time (sec) 1 sec A S R 2 sec control released control pressed

UC SANTA CRUZ Floaty Controls  A longer attack phase results in a floaty, loose feel  Sometimes floaty is good (Asteroids), but often is not  Causes problems when players feel there is no immediate response to input max speed time (sec) 1 sec A S R 2 sec control released control pressed

UC SANTA CRUZ Tight, responsive  A short attack phase makes controls feel tight and responsive max speed time (sec) 1 sec A SR 2 sec control released control pressed

UC SANTA CRUZ Game states  It is often the case that a player avatar (or the overall game) will have multiple distinct states  Example: Mario can be on the ground (state 1), or in the air (state 2)  The ASDL response curve can vary depending on state  Strength of response to left/right controls is much smaller when Mario is in the air  This gives you an extra degree of freedom when designing your controls  Two or more sets of responses mapped to the same input

UC SANTA CRUZ Exercise #1  Go to:   Download example: Demo CH13-1 (*not* -2)  With a few partners, play around with the various inputs until you get a Mario character that has good game feel

UC SANTA CRUZ Exercise #2  With your team, create one or more ADSR charts to describe the response of your player avatar  Discuss whether this is the best ADSR curve for your game  Be prepared to discuss this during team meetings