CHAPTER 10: CORE MECHANICS Definitions and Mechanisms.

Slides:



Advertisements
Similar presentations
Testing Relational Database
Advertisements

Modular Programming With Functions
Copyright © 2007 Pearson Education, Inc. Publishing as Pearson Addison-Wesley Chapter 18 Sampling Distribution Models.
Random variables 1. Note  there is no chapter in the textbook that corresponds to this topic 2.
CORE MECHANICS Matt Nelson. Core Mechanics & Gameplay Core Mechanics manage the gameplay: Implement all actions Implement challenges.
Learning Objectives Explain similarities and differences among algorithms, programs, and heuristic solutions List the five essential properties of an algorithm.
Chapter 5 Understanding Randomness
Simulation Where real stuff starts. ToC 1.What, transience, stationarity 2.How, discrete event, recurrence 3.Accuracy of output 4.Monte Carlo 5.Random.
Algorithms and Problem Solving-1 Algorithms and Problem Solving.
Game Design and Programming. Objectives Classify the games How games are design How games are implemented What are the main components of a game engine.
© Copyright 1992–2004 by Deitel & Associates, Inc. and Pearson Education Inc. All Rights Reserved. Chapter 5 - Functions Outline 5.1Introduction 5.2Program.
 2007 Pearson Education, Inc. All rights reserved C Functions.
Outline IS400: Development of Business Applications on the Internet Fall 2004 Instructor: Dr. Boris Jukic JavaScript: Functions Part I.
C Lecture Notes Functions (Cont...). C Lecture Notes 5.8Calling Functions: Call by Value and Call by Reference Used when invoking functions Call by value.
Programming Fundamentals (750113) Ch1. Problem Solving
Programming Logic and System Analysis
Chapter 11: understanding randomness (Simulations)
CORE MECHANICS. WHAT ARE CORE MECHANICS? Core mechanics are the heart of a game; they generate the gameplay and implement the rules. Formal definition:
+ AP Statistics: Chapter 11 Pages Rohan Parikh Azhar Kassam Period 2.
Simulation.
DCT 1123 PROBLEM SOLVING & ALGORITHMS INTRODUCTION TO PROGRAMMING.
F UNDAMENTALS OF G AME D ESIGN C ORE M ECHANICS Sayed Ahmed BSc. Eng. in CSc. & Eng. (BUET) MSc. in CSc. (U of Manitoba)
Copyright © 2010 Pearson Education, Inc. Unit 3: Gathering Data Chapter 11 Understanding Randomness.
1 9/23/2015 MATH 224 – Discrete Mathematics Basic finite probability is given by the formula, where |E| is the number of events and |S| is the total number.
ZOMBIE MADNESS! Jack Smith Steve Mander-Jones OUTLINE > GAME OVERVIEW > IMPLEMENTATION > AI FEATURES > CONCLUSION.
1 Theoretical Physics Experimental Physics Equipment, Observation Gambling: Cards, Dice Fast PCs Random- number generators Monte- Carlo methods Experimental.
Fundamentals of Game Design
Welcome to my conference! February th grade Guadalupe.
Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 10: Core Mechanics.
Randomness Has structure in the long run Randomness seems “Fair” 1) Nobody can predict the outcome ahead of time. 2) Some underlying set of outcomes are.
1-1 Copyright © 2015, 2010, 2007 Pearson Education, Inc. Chapter 10, Slide 1 Chapter 10 Understanding Randomness.
Understanding Randomness Chapter 11. Why Be Random? What is it about chance outcomes being random that makes random selection seem fair? Two things: –
Design and Society Lecture 5 Tim Sheard. Reading Thirty-Something (Million): Should They Be Exceptions? 3x5 cards - discussion.
Created By: Kevin Jiang, Cullen Wong, Stephen Halter.
Algorithms CS139 – Aug 30, Problem Solving Your roommate, who is taking CS139, is in a panic. He is worried that he might lose his financial aid.
Chapter 2 – Fundamental Simulation ConceptsSlide 1 of 46 Chapter 2 Fundamental Simulation Concepts.
Understanding Randomness
CSE1GDT Gameplay Mechanics. Core Mechanics The exact definition of the gameplay rules –It doesn’t matter where these rules are, just that you know them!
CS 4730 Probability and Risk CS 4730 – Computer Game Design Credit: Several slides from Walker White (Cornell)
Slide Understanding Randomness.  What is it about chance outcomes being random that makes random selection seem fair? Two things:  Nobody can.
Fundamentals of Game Design by Ernest Adams and Andrew Rollings Chapter 1: Games and Video Games.
Chapter 6 Methods: A Deeper Look. Objectives In this chapter you will learn: How static methods and fields are associated with an entire class rather.
Lesson 6 – Libraries & APIs Libraries & APIs. Objective: We will explore how to take advantage of the huge number of pre-made classes provided with Java.
Inference: Probabilities and Distributions Feb , 2012.
Intermediate 2 Computing Unit 2 - Software Development.
Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 18: Construction and Management Simulations.
Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 15: Role-Playing Games.
Dr Nick Mitchell (Room CM 224)
Chapter 12 Sections 1-3. Bell Ringer 6.The Excite Poll is an online poll at poll.excite.com. You click on an answer to become part of the sample. One.
Playing Tic-Tac-Toe with Neural Networks
Chapter 10 Understanding Randomness. Why Be Random? What is it about chance outcomes being random that makes random selection seem fair? Two things: –
STAGE 10: DICE RACE What do you remember from the last class? What was your favorite part? What do you wish we had had time to do?
Class Diagrams Chapter 3. Classes and Objects Classes are the descriptions –definitions Objects are the things –instances.
Copyright © 2009 Pearson Education, Inc. Chapter 11 Understanding Randomness.
1 Copyright © 2014, 2012, 2009 Pearson Education, Inc. Chapter 9 Understanding Randomness.
GameplayStyle. Visual Style Visual What you see on the screen? Style What does it look like? What you do? Interaction Why you do it? Game Mechanics (win.
Chapter 14 Part 1: Core Game Mechanics By Nolan Driessen.
Introduction to Algorithms
Algorithms and Problem Solving
Games Design: Game Concepts
Architecture Concept Documents
5.2 Probability
Chapter 5 - Functions Outline 5.1 Introduction
Programming Fundamentals (750113) Ch1. Problem Solving
Class Diagrams – Part I Chapter 3.
Algorithms and Problem Solving
Introduction to Algorithms
Tonga Institute of Higher Education IT 141: Information Systems
Chapter 14 Part 1: Core Game Mechanics By Nolan Driessen
Tonga Institute of Higher Education IT 141: Information Systems
Presentation transcript:

CHAPTER 10: CORE MECHANICS Definitions and Mechanisms

Core Mechanics  The rules of the game  How the player interacts with the rules  Monopoly example:  Game ships with 3 pages of rules, but that would not actually be enough because you need: The prices of property Community and chance cards Rent collected from each property Layout of the board  Define rules by data and algorithms  Eventually the CMs should be so well documented that programmers could grab the documentation and have everything they need.  Interesting fact: The CMs and the game engine relationship is very close, because the CMs specify how the game engine behaves.

Functions of Core Mechanics  Operate the internal economy of the game  Present active challenges  Accept player actions & transmit triggers to the storytelling engine  Detect victory or loss  Operate the ai  Switch the game from mode to mode

Real Time vs Turn Based Games  CMs work different ways for both  Turn Based Games: Wait for the player to do something then calculate the result and effects with CMs. There might be computations going on in between turns, but the AI opponents will still do moves based on the mechanics.  Real Time: Core mechanics are always implementing even if the player does nothing. AI will walk around, simulations will continue.

CMs and Level Design  When a game loads a level, each level has its own game type, winning conditions, timing, and sequence of challenges that appear. CMs specify how the different challenges actually work but not what levels they will appear in. Basically the CMs provide the level designers building blocks.

Important Core Mechanics Concepts  Resources  Entities  Attributes  Mechanics  Numeric and Symbolic Relationships

The Internal Economy  Sources  Drains  Converters  Traders  Production Mechanisms  Tangible and Intangible Resources  Feedback Loops, Mutual Dependencies, and Deadlocks  Static and Dynamic Equilibrium

Core Mechanics and Gameplay  So far we have described the core mechanics as a system but we need to emphasize a little more on the role of the player. As we discussed the core mechanics allow challenges to be detected and completed.

Core Mechanics and Gameplay  Passive Challenges  Active Challenges  Player Actions Trigger Mechanics  Actions Accompanied By Data

Core Mechanics Design  Goals of Core Mechanics Design  Strive for simplicity and elegance Simple rules are the easiest for new players to understand, and gives a much wider appeal  Look for patterns, then generalize Recognize patterns instead of documenting dozens of individual cases Suppose you decide that swamp leeches really belong in water and that a swamp leech should lose 10 points of health for every minute that it’s out of the water. Later, you decide that a salamander should lose 5 points of health for every minute that it’s out of fire. Instead of coming up for a mechanic for each creature explain a general case only once for all environmental creatures

Core Mechanics Design  Don’t try to get everything on paper If you try to get everything on paper you will never finish It is more important to be clear and precise in your documentation  Find the right level of detail Not enough details, programmers might assume thing and programming mistakes and errors will show up. But this will allow the programming stage to be fast To much detail could take too long Revisit your earlier design work

Core Mechanics Design  Things to look out for:  What is the player going to do?  Your flowboard of the game’s structure  Your list of gameplay modes and your plans for them  The general outline of the story you want to tell  The names of any characters  Your general plans for each level in the game  The progression of the levels  Any victory or loss conditions  Any non-gameplay actions

Core Mechanics Design  List your entities and resources  Add the mechanics: Think about your resources Study your entities Analyze challenges and actions Look for global mechanic

Random Numbers and the Gaussian Curve  Pseudo - Random Numbers  Random number generator algorithms take in something called a seed. Then the algorithm creates a random number. The only issue is that if you don’t change the seed you will end up with the same random number. Not really fun, especially for some kind of game that includes a dice roll, but it is pretty good for testing.

Random Numbers and the Gaussian Curve  Monte Carlo Simulations  Sometimes it is hard to test a system when there are many different inputs that could occur. So we do something called a Monte Carlo simulation, this just means that we test a system with a bunch of inputs and record the outputs in a file.

Random Numbers and the Gaussian Curve  Uniform Distributions  The chance of getting one number is equal to the chance of any other number. Like a dice roll.  Nonuniform Distribution  Different probability for each randomly generated number. Like 2 die being rolled, chance of rolling a 12 is different then rolling a 6  Gaussian Curve  Appears very often in nature, it is just like a 2 die being rolled.