Video Game Design Lesson 1. Game Designer Person involved in the development of a video game Person involved in the development of a video game Usually.

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Presentation transcript:

Video Game Design Lesson 1

Game Designer Person involved in the development of a video game Person involved in the development of a video game Usually works on a part of the game as part of a team Usually works on a part of the game as part of a team Sound Sound Backgrounds Backgrounds Animation Animation Character Development Character Development

Room Where you place game objects to create a screen Where you place game objects to create a screen Start w/ blank screen then add: Start w/ blank screen then add: A background A background Images Images Objects Objects text text Other types in 2-d game making software Other types in 2-d game making software Maps Maps Levels Levels Frames Frames

Room After the scene is complete: After the scene is complete: Program interaction & animations Program interaction & animations When players move from room to room: When players move from room to room: Transition Transition Visual effect between rooms Visual effect between rooms So the player is not faced with abrupt change in display So the player is not faced with abrupt change in display

Room Backgrounds Background can be: Background can be: A solid color A solid color Image that you create in another program such as: Image that you create in another program such as: Microsoft PowerPoint Microsoft PowerPoint Adobe Illustrator Adobe Illustrator Adobe Photoshop Adobe Photoshop

Images 2-Demensional Images 2-Demensional Images Have only Height & Width Have only Height & Width No Depth or thickness No Depth or thickness X & Y coordinates on a grid X & Y coordinates on a grid

Images 2-D Images used in a game are called: 2-D Images used in a game are called: Sprites Sprites Adding any image into Game Maker Adding any image into Game Maker Has to be uploaded as a Sprite Has to be uploaded as a Sprite Cannot add programming to a sprite Cannot add programming to a sprite Images used as objects Images used as objects

Objects Can receive programming and be placed in a room Can receive programming and be placed in a room 1 st programming an object receives is which sprite to display 1 st programming an object receives is which sprite to display Ex.  create a ball object  program it to display a ball sprite Ex.  create a ball object  program it to display a ball sprite Each time you place an object in the room Each time you place an object in the room You create an instance for that object in the game You create an instance for that object in the game

Instance Is an exact copy of an object in the game Is an exact copy of an object in the game For Example: For Example: Creating a brick wall Creating a brick wall Have have to create several instances of a brick object Have have to create several instances of a brick object

Objects 2 types of Objects 2 types of Objects Active  can be interacted w/ during the gameplay Active  can be interacted w/ during the gameplay Ball, wall, characters Ball, wall, characters Background  can’t be interacted w/ gameplay Background  can’t be interacted w/ gameplay Clouds Clouds 2 other classifications of objects 2 other classifications of objects Animated  programmed to move around the screen Animated  programmed to move around the screen Static  does not move during gameplay Static  does not move during gameplay

Programming Objects Use a programming or event-editor screen not in the room Use a programming or event-editor screen not in the room Follows a logic design process Follows a logic design process Makes it easy to interpret an IF / THEN statement Makes it easy to interpret an IF / THEN statement Almost all game interactions follow IF / THEN logic Almost all game interactions follow IF / THEN logic Ex.  IF a ball object hits a wall object, THEN the ball object bounces Ex.  IF a ball object hits a wall object, THEN the ball object bounces

Programming Objects Event editor breaks down the logic statement into: Event editor breaks down the logic statement into: Condition events Condition events Describes hat must exist Describes hat must exist IF = What is involved IF = What is involved Actions Events Actions Events Describes what occurs if the condition event is met Describes what occurs if the condition event is met THEN = action (What Happens) THEN = action (What Happens)

IF / THEN Statement IF a ball object hits a wall object, THEN the ball object bounces Condition Event: Condition Event: IF the ball object hits the wall object IF the ball object hits the wall object Action Event: Action Event: THEN the ball object bounces THEN the ball object bounces

Vocabulary Event Event Any condition within a game that will cause something to happen Any condition within a game that will cause something to happen Action Action What happens to an object after the event occurs What happens to an object after the event occurs

Sample Logic Statement Do I have ice cream Check the Freezer Yes Eat it Stop No Go to store & buy ice cream Put Ice cream in the Freezer Start

Vocabulary Sounds can be added as: Sounds can be added as: Background music Background music Part of the action Part of the action Sound effects or Sound FX Sound effects or Sound FX Small pieces of sound used in programming Small pieces of sound used in programming Most Commonly used: Most Commonly used: MP3 MP3 WAV WAV MIDI MIDI

Vocabulary Music Music Long sound file Long sound file May be as long as a complete song May be as long as a complete song Sample Sample Short sound file Short sound file May be as short as 1 second May be as short as 1 second

Game Programming Programmers can create games using: Programmers can create games using: Game-design software Game-design software In a computer programming language In a computer programming language Ex. Java, C++, Visual Basic Ex. Java, C++, Visual Basic Object-Oriented Software Object-Oriented Software Allows a visual programming interface Allows a visual programming interface Programmer can the game objects & drag & drop programming commands in a programming language Programmer can the game objects & drag & drop programming commands in a programming language

Programming Language It is a written language that a computer can understand It is a written language that a computer can understand Similar to verbal language like: Similar to verbal language like: English or Spanish English or Spanish Coding Coding The process a programmer uses to record the words & symbols that the computer can understand The process a programmer uses to record the words & symbols that the computer can understand The result is called  Code The result is called  Code Lines of code are assembled to form a script Lines of code are assembled to form a script

Programming Language Script  List of computer commands Script  List of computer commands Compiling Compiling Process of changing computers or scripts into a file that can run on a computer Process of changing computers or scripts into a file that can run on a computer Takes your script or object-oriented programming & rewrites it as an executable file Takes your script or object-oriented programming & rewrites it as an executable file Executable File Executable File Program file that tells the computer exactly what it is supposed to do or execute Program file that tells the computer exactly what it is supposed to do or execute

Programming Language User Interface (IU) User Interface (IU) How the player (USER) connects (INTERACTS WITH) the game How the player (USER) connects (INTERACTS WITH) the game Examples: Examples: Mouse & Keyboard Mouse & Keyboard Game controllers Game controllers Guitar controller Guitar controller Accelerometer Accelerometer Detects how the player is tilting or shaking an iPhone Detects how the player is tilting or shaking an iPhone The game is programmed to receive some input from the player (user) & connect those actions to the action in the game (interface) The game is programmed to receive some input from the player (user) & connect those actions to the action in the game (interface)