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CRITICAL THINKING AND ARGUMENTATION IN SOFTWARE ENGINEERING PATTERNS IN GAME DESIGN, CH. 5 MIKKO TURUNEN, 0326796.

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Presentation on theme: "CRITICAL THINKING AND ARGUMENTATION IN SOFTWARE ENGINEERING PATTERNS IN GAME DESIGN, CH. 5 MIKKO TURUNEN, 0326796."— Presentation transcript:

1 CRITICAL THINKING AND ARGUMENTATION IN SOFTWARE ENGINEERING PATTERNS IN GAME DESIGN, CH. 5 MIKKO TURUNEN, 0326796

2 CONTENTS Game Worlds Objects Abstract Objects Locations

3 GAME WORLDS Game world is determined by the spatial relationships of the game elements. Types: Continuous & Discrete Spatial categories Reticular Linear (1D) 2D 3D

4 GAME WORLDS Reconfigurable Game Worlds Rules, Attributes & Layout Levels Themes, Objects, Layout & Difficulty Consistent Reality Logic

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6 LOCATIONS Points Goal, Save & Spawn Points Areas Inaccessible Areas, Safe Havens Locations Resource & Strategic Locations

7 CHARACTER OBJECTS Avatars Units Mule Enemies Boss Monsters Helpers Ghosts

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9 ENHANCEMENT OBJECTS Pick-Ups Power-Ups Tools Chargers

10 STATIC OBJECTS Controllers Buttons Obstacles Deadly Traps

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12 INFORMATION OBJECTS Alarms Clues Extra-Game Info Traces

13 ABSTRACT OBJECTS Book-Keeping Tokens Score High Score Lists Lives Cameras

14 CARD GAMES Cards Card Hands Drawing Stacks Discard Piles

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16 QUESTIONS What kind of a game world would be continuous and reticular? Is there any additional objects not listed in the book/CD?


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