CS 370 Computer Game Design Introduction Ken Forbus Spring 2003

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Presentation transcript:

CS 370 Computer Game Design Introduction Ken Forbus Spring

Overview Who we are Motivation for the course Syllabus Grading Homework One

Who we are Instructor: Ken Forbus Teaching Assistant: Rob Zubek

Top 10 reasons to take Computer Game Design 6. Finally put that linear algebra to use 10. Writing the great American novel is passe 9. Longing for god-like power over others, even if they are only bits on a screen 8. Implementing Quake in Scheme48 7. Always wanted to build my own lifeforms

Top 10 reasons to take Computer Game Design 1. Gosh darn it, it’s going to be lots of fun! 5. Designing games beats working for a dot-com as a way of making a living 4. The guest lectures 3. The 8am section of EA3 was full 2. Any course where the project work can include deathmatches can’t be all bad.

One way to think about game design Story Modeling Implementation How you want the player to think about the game; plot, activities,... What sorts of things do you need to support the Story? How can you implement the world specified by the Model?

Focus: Game Design Heavily focused on story, modeling aspects –Little on implementation per se Some key questions: –What makes games fun? –How do we design software games that are fun? –How do the available technologies shape our designs?

Syllabus Text-based interactive fiction –Focus on plot, narrative, characters –Gentle introduction to art of modeling Game mechanics and tuning Game AI –Creating plausible computer players –Strategies for resource management and dealing with the physical world. World modeling and simulation –How to create believable worlds

Interactive Fiction Text-based –Relies on player’s imagination –One of the earliest computer game genres Excellent tool for learning game design –Focus is on story and characters –Modeling is simpler than other genres

Interactive Fiction Tools Frotz interpreter –Plug-compatible with classic Infocom games –Has been ported to many platforms Inform compiler –Produces Infocom-compatible games –Object-oriented language with libraries specialized for interactive fiction

Game mechanics and tuning Sources of fun Immersion Reward schedules Pacing

Game AI Design Creating worthy opponents for your players Strategies for dealing with the physical world AI design = Final frontier for game design & technology –Graphics on its way to be solved –Physics, too –Developing smarter characters will expand the range of games and lead to new genres

Tool: Age of Kings

Simulation and World Modeling How do you create believable worlds? Sources of richness Fidelity/Fun tradeoffs

Tools: The Edith Object Editor How to build new objects for a rich interactive simulation environment

Grading 50% term project, 50% homework No incompletes Homework must be turned in via Penalties for late homeworks TBD

Term Project Design and implement something playable –Mods and use of existing game engines strongly encouraged. –Teams of 2-3 people –It has to work and be playable by the end of the quarter –It has to run on the machines in the undergraduate lab, or machine(s) you provide End-of-quarter gaming party instead of final exam –June 6 th, 5pm – 9pm (Friday before Finals week) –The whole Department will be invited –How your game plays and is enjoyed at the party is input for grading

Main constraint on term projects It should be something that you really want to play Use your imagination…but make it work! –You will be generating project plans, progress reports, and project presentations –We want you to succeed!

Homework One Assigned: 4/1/03, due noon, 4/3/03 1.Please tell us the following things about yourself: What is your favorite computer game, and why? What is your least favorite computer game, and why? What would you like to learn in this class? 2.Install the Frotz interactive fiction interpreter on the machine of your choice, and play Galetea ( tea.htm ) through at least once. tea.htm What ending did you reach? What did you think of the experience?