Video Games & Object Oriented Programming. Games.

Slides:



Advertisements
Similar presentations
What is Engineering?.
Advertisements

Digital Game-Based Learning Why and How it Works.
GAME:IT Designing Good Games. Question: What makes a computer game a game? A computer game is a software program in which one or more players make decisions.
Programming TBE 540 Farah Fisher. Objectives After viewing this presentation, the learner will be able to… Given a task, create pseudocode Given pseudocode,
Section 3 Systems of Professional Learning Module 1 Grades 6–12: Focus on Practice Standards.
Game Design Serious Games Miikka Junnila.
GameSalad Fundamentals. Introduction to Game-Authoring System  Objectives  Define game-authoring system.  Understand the components of logic and assets.
CompSci Recursion & Minimax Playing Against the Computer Recursion & the Minimax Algorithm Key to Acing Computer Science If you understand everything,
CHAPTER 19 Stumble-throughs, Work-throughs, and Run- throughs.
1 CS 106, Winter 2009 Class 4, Section 4 Slides by: Dr. Cynthia A. Brown, Instructor section 4: Dr. Herbert G. Mayer,
Najakka Hargrove Read 7140 OWA
Algorithms and Problem Solving-1 Algorithms and Problem Solving.
Algorithms and Problem Solving. Learn about problem solving skills Explore the algorithmic approach for problem solving Learn about algorithm development.
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.
1 ES 314 Advanced Programming Lec 2 Sept 3 Goals: Complete the discussion of problem Review of C++ Object-oriented design Arrays and pointers.
Computer Animation 2D Game Logic. What considerations should be addressed when designing a good game? What Makes A Good Game? (excerpts from Mark Overmars,
CORE MECHANICS. WHAT ARE CORE MECHANICS? Core mechanics are the heart of a game; they generate the gameplay and implement the rules. Formal definition:
GameMaker.  A lot of Different Definitions  Easier to Say What is NOT a Game  Movie is Not a Game  No Active Participation  Final Outcome is Fixed.
CSCI 101 Introduction to Software Development and Design.
The Coach as Teacher Jody Brylinsky Suzan Ayers. Introduction Overview of the Unit Goals and objectives.
Game City In this project you will learn the basics of visual programming to start creating your own games. The tool you will be using to do this is Microsoft.
Game City In this project you will learn the basics of visual programming to start creating your own games. The tool you will be using to do this is Microsoft.
10/5/20151 Game elements Game Design Vishnu Kotrajaras, PhD.
Fall 2006CS4455 Prototyping Maribeth Gandy Jeff Wilson
Computer Science II 810:062 Section 01. How is CS I different from CS II? When you teach Java there are a series of decisions that have to be made…
I have no words & I must design by Greg Costikyan Currently a Games researcher at NokiaCostikyanNokia.
Programming for Beginners Martin Nelson Elizabeth FitzGerald Lecture 5: Software Design & Testing; Revision Session.
Introduction CS 3358 Data Structures. What is Computer Science? Computer Science is the study of algorithms, including their  Formal and mathematical.
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.
Lecture 1 Introduction Figures from Lewis, “C# Software Solutions”, Addison Wesley Richard Gesick.
Test Environment Algorithm Program Requirements/ Enhancements Analyze the Problem and Design a Solution Programming Software Translates the Source Code.
CHAPTER 10: CORE MECHANICS Definitions and Mechanisms.
IXA 1234 : C++ PROGRAMMING CHAPTER 1. PROGRAMMING LANGUAGE Programming language is a computer program that can solve certain problem / task Keyword: Computer.
 5 Core Elements to Game Design Courtesy of Gamestar Mechanics.
Sophie Makris  What is a team?  A group of people pooling their skills, talents, and knowledge, with mutual support and resources, to provide.
Daniel Gagnon’s Final Project Number Guessing Game Widget By: Daniel Gagnon.
Guidance Techniques. SETTING LIMITS Setting Limits What limits where set for you as a child? What did you think about those? What limits are set for.
Competitive Off-season 2 nd Session – February 18 U11/U12 – Individual Defending.
ENGR-TS-2: The students will develop an understanding of how the design process is used to develop a technological system.
8 Comparing and Contrasting: Computers and Technology.
Game City In this project you will learn the basics of visual programming to start creating your own games. The tool you will be using to do this is Microsoft.
Reactive and Output-Only HKOI Training Team 2006 Liu Chi Man (cx) 11 Feb 2006.
Competitive Off-season 3 rd Session – February 25 U11/U12 – Individual Defending.
OOP (Object Oriented Programming) Lecture 1. Why a new paradigm is needed? Complexity Five attributes of complex systems –Frequently, complexity takes.
M1G Introduction to Programming 2 3. Creating Classes: Room and Item.
The Design Process Dr. Héctor Muñoz-Avila Assigned readings: Preface, Chapters 1 & 2, Lord Rings.
GAMES IN THE CLASSROOM Victoria Yakubych, a teacher of English by Rudka School.
Competitive Fall U9/U10 – Dribbling Ball Striking.
What’s in a Game? Your Game! Based On: “Tutorial: What is a good game? By Mark Overmars Your Game! Based On: “Tutorial: What is a good game? By Mark Overmars.
Systems Analyst (Module V) Ashima Wadhwa. The Systems Analyst - A Key Resource Many organizations consider information systems and computer applications.
Approaches Workbook Conditioned Games – Teacher Answers.
CSCI 383 Object-Oriented Programming & Design Lecture 7 Martin van Bommel.
Game Mechanic hamzah asyrani sulaiman. Search at the internet.
CompSci Recursion & Minimax Recursion & the Minimax Algorithm Key to Acing Computer Science If you understand everything, ace your computer science.
Competitive Fall 1 st Session U11/U12 – Individual Defending.
Defending When Outnumbered How to defend when your opponents counter attack.
11 Making Decisions in a Program Session 2.3. Session Overview  Introduce the idea of an algorithm  Show how a program can make logical decisions based.
Chapter 14 Part 1: Core Game Mechanics By Nolan Driessen.
Algorithms and Problem Solving
GAME:IT Designing Good Games.
Software Life Cycle Models
Program Design Introduction to Computer Programming By:
GAMESTAR MECHANIC JR Video Game Design Unit.
Algorithms and Problem Solving
Game City In this project you will learn the basics of visual programming to start creating your own games. The tool you will be using to do this is Microsoft.
ICT Gaming Lesson 2.
Chapter 14 Part 1: Core Game Mechanics By Nolan Driessen
Guidance Techniques.
Game Design Principles
Constructing a Test We now know what makes a good question:
Presentation transcript:

Video Games & Object Oriented Programming

Games

What are Games?

Not a Game Movie No active player participation Fixed final outcome Toy Play with a toy, but not with a game No predefined goals, no notion of winning Puzzle Puzzles are static Games are dynamic and change in the course of playing Is SimCity a game?

Games Are: A Structured activity Played for Fun Often involves Competition Has specific Rules And is generally Interactive

Video Games Are: A video game is a software program in which one or more players make decisions through the control of game objects and resources, in pursuit of a goal. Played on Platforms  What are some examples of platforms that you play on?

Video Game Genre Genres classify different types of games Examples: AdventureArcade FightingMMO MusicParty PuzzleRacing Role PlayingShooter ManagementSports

How Do We Make a Video Game?

What is Programming? A sequence of instructions intended for a computer to follow is a program A sequence of instructions intended for a computer to follow is a program Programming is the process of creating a program Programming is the process of creating a program

What is Object-Oriented Programming? Object-oriented programming is creating programs using objects. Object-oriented programming is creating programs using objects. Objects are created as classes and have methods and properties. Objects are created as classes and have methods and properties. Classes tell how to make an object. Classes tell how to make an object. Methods tell objects to perform actions. Methods tell objects to perform actions. Properties tell information about objects. Properties tell information about objects.

Example: The Cat Class What methods would a cat have? eatpurrmeow What properties would a cat have? name color age These methods and properties define the Cat class.

Other Programming Elements…

Conditional Logic - Using if-then-else logic structure to describe a potential chain of events, based on a given set of rules. Variables - Variables are symbols that hold value or represent some other thing. Algorithms - The construction of a plan of action. Debugging - Diagnosing errors in logic or behavior. This usually involves fixing rules or mechanics that are malfunctioning, or clarifying rules or strategies.

Video Game Design

Game Elements GoalsRulesAssets Spaces Play Mechanics Scoring System

What is necessary to make a game? In pairs, discuss one of the following: In pairs, discuss one of the following: a.Apples and Oranges: Compare and contrast any two individual games from within the same genre b.Nuts and Bolts: Compare and contrast two individual games in two different genres of games. What makes each game an example of that genre? c.Fruits and Veggies: Compare and contrast two whole genres. What are the core experiences of each genre? What makes them distinct and unique from each other, and how are they similar to each other?

Goals Every system has some Goal, or something that it is trying to complete. In games, the Goal is the win condition, or how the player wins the game. Spatial goals – get to end of level Task Oriented – complete the tri force

Rules Rules can generally be defined by: Behavior for which the player will be punished. In basketball, you cannot walk or run without dribbling the ball. This is called traveling, and the other team will get the ball. Rules that restrict behavior. In chess, the player cannot move a pawn sideways or backwards. There is no punishment, as those are not valid Moves; the Rules simply define the set of actions available to the players Moves; the Rules simply define the set of actions available to the players.

What’s the difference between Sonic and Mario?

Assets Assets are all of the things in the game landscape, trees, buildings, sky, power- ups, weapons, everything else that you can actually see in the game The design of the Assets gives the game atmosphere and personality

Spaces Spaces are where the game takes place. Think of a game like Star Wars: The Old Republic. This game takes place in very tight, cramped, poorly-lit Spaces, where it becomes difficult to see and avoid enemies. This increases the tension and the feeling of dread, which contributes to the games’ scariness and adds to the theme of the game.

Play Mechanics Play Mechanics are the things that players DO in games. If the Goal of the game tells the player how the player can win the game, the Play Mechanics provide the player methods for achieving that Goal. They are the action words, like “run”, “jump”, “shoot”, “trade”, “take cover” or “upgrade my equipment”. For example, in Mario, the player can run, jump, and throw fireballs in order to get to the end of the level, which is the Goal.

Let’s Get Started!

Coming After Lunch Object Oriented Programming

Writing a Program Writing a program is just like solving any other kind of problem What kind of steps do people use to solve problems? Example: How do you make a cake?

Steps for Problem Solving 1.Read and understand the problem 2.Design solution 3.Implement solution 4.Test solution 5.Revise as needed

Step 1: Read & Understand What is the problem you need to solve? What is all the relevant information? Do you need clarification? In Game Design: What is the goal of my game? What assets do you need? What rules do my objects follow? What variables should I have?

Step 2: Design Once you have all the information, you can begin to come up with an approach to solving the problem Design your solution carefully on paper before making the real thing Start with the overall big picture and then add in details We will be using the Game Design Document

Step 3: Implement Once you have your design follow it. Use the plans you have made for yourself. You may encounter the need to revise plans as you work If the problems get to big, you may need to rethink your planning In Game Development: Create the objects you listed in your design document Create a space and place the objects in it appropriately

Step 4: Test Make sure everything works the way you want/expect You may discover problems you had not considered Don’t wait until the very end to do this Go back and forth between steps 3, 4 and 5 many times

Step 5: Revise If at first you don’t succeed, try again Fix any problems you encounter Testing frequently helps you find the areas that need fixing In Your Game Think about what is wrong, and how that is represented in your objects or in your environment, and then go try to fix it You may need to try this many times