3D Game Programming All in One By Kenneth C. Finney.

Slides:



Advertisements
Similar presentations
17 HTML, Scripting, and Interactivity Section 17.1 Add an audio file using HTML Create a form using HTML Add text boxes using HTML Add radio buttons and.
Advertisements

Interaction design using the graphical user interface (GUI)
Implementation and Study of a “Term” based Role Playing Game using Client Server Paradigm. Vaithiyanathan Sundaram.
OOP Design Patterns Chapters Design Patterns The main idea behind design patterns is to extract the high level interactions between objects and.
3D Game Programming All in One By Kenneth C. Finney.
3D Game Programming All in One By Kenneth C. Finney.
3D Game Programming All in One By Kenneth C. Finney.
3D Game Programming All in One By Kenneth C. Finney.
3D Game Programming All in One By Kenneth C. Finney.
A Guide to Oracle9i1 Creating an Integrated Database Application Chapter 8.
Graphics and Client Design Overall Game Design Doug Camin.
3D Game Programming All in One By Kenneth C. Finney.
3D Game Programming All in One By Kenneth C. Finney.
3D Game Programming All in One By Kenneth C. Finney.
Chapter 2: The Visual Studio.NET Development Environment Visual Basic.NET Programming: From Problem Analysis to Program Design.
Chapter 13: Advanced GUIs and Graphics J ava P rogramming: From Problem Analysis to Program Design, From Problem Analysis to Program Design, Second Edition.
Chapter 14: Event-Driven Programming with Graphical User Interfaces
Contents Overview Major Features Major Components User Interface Gameplay Testing UML Timeline.
Cambodia-India Entrepreneurship Development Centre - : :.... :-:-
Design Patterns academy.zariba.com 1. Lecture Content 1.What are Design Patterns? 2.Creational 3.Structural 4.Behavioral 5.Architectural 6.Design Patterns.
Fundamentals of Python: From First Programs Through Data Structures
Chapter 9 Introduction to ActionScript 3.0. Chapter 9 Lessons 1.Understand ActionScript Work with instances of movie clip symbols 3.Use code snippets.
Form Handling, Validation and Functions. Form Handling Forms are a graphical user interfaces (GUIs) that enables the interaction between users and servers.
1 Chapter One A First Program Using C#. 2 Objectives Learn about programming tasks Learn object-oriented programming concepts Learn about the C# programming.
A First Program Using C#
Chapter 3 Navigating a Project Goals & Objectives 1.Get familiar with the navigation of the project. How is everything structured? What settings can you.
11 Games and Content Session 4.1. Session Overview  Show how games are made up of program code and content  Find out about the content management system.
Intro. to Game Programming Want to program a game?
Chapter 13 Advanced GUIs and Graphics. Chapter Objectives Learn about applets Explore the class Graphics Learn about the class Font Explore the class.
Overview of Previous Lesson(s) Over View  ASP.NET Pages  Modular in nature and divided into the core sections  Page directives  Code Section  Page.
An Object-Oriented Approach to Programming Logic and Design
Understanding the CORBA Model. What is CORBA?  The Common Object Request Broker Architecture (CORBA) allows distributed applications to interoperate.
Copyright © 2012 Accenture All Rights Reserved.Copyright © 2012 Accenture All Rights Reserved. Accenture, its logo, and High Performance Delivered are.
Using Visual Basic 6.0 to Create Web-Based Database Applications
Chapter 8: Writing Graphical User Interfaces
JavaScript is a client-side scripting language. Programs run in the web browser on the client's computer. (PHP, in contrast, is a server-side scripting.
Java Programming: From Problem Analysis to Program Design, 4e Chapter 12 Advanced GUIs and Graphics.
Fundamentals of Game Design
Java Programming: From Problem Analysis to Program Design, Second Edition1  Learn about basic GUI components.  Explore how the GUI components JFrame,
Section 17.1 Add an audio file using HTML Create a form using HTML Add text boxes using HTML Add radio buttons and check boxes using HTML Add a pull-down.
Tutorial 111 The Visual Studio.NET Environment The major differences between Visual Basic 6.0 and Visual Basic.NET are the latter’s support for true object-oriented.
10/9/20151 Unreal Basics CIS 488/588 Bruce R. Maxim UM-Dearborn.
Developing the Game User Interface (UI) Lesson 5.
Spong Bluetooth game Developed by: Erik Matzols Fredrik Lindberg.
1 Interactive AI CIS 487/587 Bruce R. Maxim UM-Dearborn.
The Design Document The Design Document Introduction Game Mechanics Artificial Intelligence Characters, Items, and Objects/Mechanisms Story.
HERTS Paul Larpenteur Lee Murphy CSE 403 – Sp 2003 Hearts Experimental Remote Transportable System.
1 Chapter Eleven Handling Events. 2 Objectives Learn about delegates How to create composed delegates How to handle events How to use the built-in EventHandler.
Test Environment Algorithm Program Requirements/ Enhancements Analyze the Problem and Design a Solution Programming Software Translates the Source Code.
3D Game Programming All in One By Kenneth C. Finney.
Dead Run James Kelly, Mike Papo, Josh Lovatt. Basic Details Single Player Top Down Action game.
3 Copyright © 2004, Oracle. All rights reserved. Working in the Forms Developer Environment.
Geena Prior Event 3 : User Interface Presentation.
Select (drop-down list) Inputs. Insert/Form/List Menu.
Java Programming: From Problem Analysis to Program Design, 3e Chapter 6 Graphical User Interface (GUI) and Object-Oriented Design (OOD)
Super Pong Andrew S. Dunsmore CSC436 August 2004.
INTERFACE COMPOSITION GAME DESIGN. OBJECTIVES After this lesson, students will be able to: Identify the Eight Golden Rules of Human-Computer Interface.
Chapter 5 Introduction To Form Builder. Lesson A Objectives  Display Forms Builder forms in a Web browser  Use a data block form to view, insert, update,
Session 07 Module 13 - Collections. Collections / Session 7 / 2 of 32 Review  A delegate in C# is used to refer to a method in a safe manner.  To invoke.
3D Game Programming All in One By Kenneth C. Finney.
Object-Oriented Application Development Using VB.NET 1 Chapter 2 The Visual Studio.NET Development Environment.
Programming Logic and Design Fourth Edition, Comprehensive Chapter 14 Event-Driven Programming with Graphical User Interfaces.
Chapter 6 Graphical User Interface (GUI) and Object-Oriented Design (OOD)
Integrating Components and Dynamic Text Boxes with the Animated Map– Lesson 101 Integrating Components and Dynamic Text Boxes with the Animated Map Lesson.
Busta’ Sandwich Life Cycle Architecture. Specifications.
Chapter 2: The Visual Studio.NET Development Environment Visual Basic.NET Programming: From Problem Analysis to Program Design.
Chapter 5 Introduction to Defining Classes Fundamentals of Java.
Programming Logic and Design Seventh Edition Chapter 12 Event-Driven GUI Programming, Multithreading, and Animation.
Copyright © 2011 Pearson Education, Inc. Publishing as Pearson Addison-Wesley Chapter 2 Database System Concepts and Architecture.
Exploring the Power of EPDM Tasks - Working with and Developing Tasks in EPDM By: Marc Young XLM Solutions
Presentation transcript:

3D Game Programming All in One By Kenneth C. Finney

Chapter 5 Game Play

Game Play Two key components of game play: Goals –tasks are provided to allow player to achieve goals Dramatic Tension –obstacles that player must overcome to achieve goals

Game Play Lab 2: "emaga5" Changes are applied to emaga4 to create emaga5 Changes add game play features Changes require modest reorganization of modules

Game Play control/main –Loads preset variables –Initiates server and client initialization –Activates the client package

Game Play control/client/client –Launches the server locally –Initiates client connection activity –Invokes the client menu –Stub routines

Game Play control/server/server –Creates the server instance –Starts the game running –Handles game-related messages from clients –Creates player avatars –Handles client connections

Game Play control/client/interfaces/playerinterface –Displays the view of the 3D world –Contains HUD controls –Draws the on-screen cross-hair

Game Play control/client/misc/screen –Contains control code for various GUI screens –Playerscreen & loadscreen –Provides handlers that operate when the screens are displayed and hidden

Game Play control/client/misc/presetkeys –Key bindings for user inputs –PlayerKeyMap is used for player in- game movement and control inputs –GlobalActionMap is used for all other inputs (in menus, option screens, etc)

Game Play server/players/player –Defines the player object completely through its datablock –Encompasses datablock methods that describe player object behaviors –Defines class methods

Game Play control/server/weapons/weapon –Contains helper methods for generic weapon object behaviors –Hooks into the inventory system

Game Play control/server/weapons/crossbow –Similar to player datablock module –Defines crossbow weapon properties, methods, and related objects –Defines crossbow particle objects –Defines crossbow state machine

Game Play control/server/misc/item –Contains general code used to pick up and create in-game items like powerups –Contains datablock definitions of specific items

Game Play Testing emaga5 –Explore game world –Collect coins –Avoid computer-controlled opponents –Kill opponents with crossbow –Crossbow needs ammo –Use first-aid kits to restore health –Energy is depleted when in motion

Summary Creating games with Torque means manipulating objects using many built-in script functions Namespaces define the context for variables, providing flexibility in variable naming schemes Datablocks are key script objects—defined on the server, their contents are sent once per session

Summary Control script modules are used to control the progress and gameplay aspects of a game Client control modules handle user interface and player input functions Server control modules usually handle most gameplay features In multiplayer games, server control modules must handle all gameplay features in order to help prevent cheating Player, weapon, and vehicle module are key gameplay modules