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AD 305 Electronic Visualization I : School of Art and Design : University of Illinois at Chicago : Spring 2007 Intro to Action Script 5 "The games of a.

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Presentation on theme: "AD 305 Electronic Visualization I : School of Art and Design : University of Illinois at Chicago : Spring 2007 Intro to Action Script 5 "The games of a."— Presentation transcript:

1 AD 305 Electronic Visualization I : School of Art and Design : University of Illinois at Chicago : Spring 2007 Intro to Action Script 5 "The games of a people reveal a great deal about them.“ Marshall McLuhan

2 AD 305 Electronic Visualization I : School of Art and Design : University of Illinois at Chicago : Spring 2007 Exercise – dice Create an interactive animation dice game with two dice and button “roll” to through them. Each dice has to display random number from 1 to 6 each time the button “roll” is clicked. If both dice show the same number, change the color property of each dice and play a song. Play randomly selected songs each time dice show the same number. Change each dice color on each roll. Play different song for each roll.

3 AD 305 Electronic Visualization I : School of Art and Design : University of Illinois at Chicago : Spring 2007 Exercise – dice myObjectColor = new Color(“movieclip_name") ; myObjectColor. setRGB (0 x FFFFFF ) ;

4 AD 305 Electronic Visualization I : School of Art and Design : University of Illinois at Chicago : Spring 2007 Exercise – dice on (release) { // make list of possible responses responses = new Array("1", "2", "3", "4", "5", "6" ); // get number of responses n = responses.length; // pick random response r = Int(Math.random()*n); f = Int(Math.random()*n); // place response in text area dice1 = responses[r]; dice2 = responses[f]; dice1Color = new Color("dice1"); dice1Color.setRGB(0xFFFFFF); dice2Color = new Color("dice2"); dice2Color.setRGB(0xFFFFFF);

5 AD 305 Electronic Visualization I : School of Art and Design : University of Illinois at Chicago : Spring 2007 Exercise – dice if (r == f ) { dice1Color.setRGB(0xFF0000); dice2Color.setRGB(0xFF0000); } // start animation gotoAndPlay(2); }

6 AD 305 Electronic Visualization I : School of Art and Design : University of Illinois at Chicago : Spring 2007 Game design document The purpose of the game design document is to provide a detailed description of how your game will work. The emphasis of this phase is on game design, and not the technical aspects of implementing the game.

7 AD 305 Electronic Visualization I : School of Art and Design : University of Illinois at Chicago : Spring 2007 Game design document GAME TITLE A Game For Hardware platform / development software / output Copyright 2007 developer’s name / company title

8 AD 305 Electronic Visualization I : School of Art and Design : University of Illinois at Chicago : Spring 2007 Game design document The primary goals of a game design are to excite inform the reader First paragraph must excite the reader and make the reader want to read more of the first page. must be interesting concise informative must make the reader want to read the remaining pages When the reader has finished reading the entire design, if the reader does not have a clear understanding of what you want the game to be, you have failed to communicate your vision of the game.

9 AD 305 Electronic Visualization I : School of Art and Design : University of Illinois at Chicago : Spring 2007 Game design document GENERAL INFORMATION brief description of the game Interest the reader by creating a mental image of the excitement of the game The fictional setting of the game. the world where the gameplay takes place. a fictional motivation for the actions of the player, and the construction of the game world. This is an important aspect of the design of your game, since a strong fictional background can help you address other design questions, such as the capabilities of other characters in the game, goals for specific levels (and the game), whether certain gameplay mechanics are consistent with the game world, or just don't fit. Additionally, a strong fictional setting can dramatically enhance gameplay.

10 AD 305 Electronic Visualization I : School of Art and Design : University of Illinois at Chicago : Spring 2007 Game design document GENERAL INFORMATION Based on sketches illustrations, storyboard and word pictures walks the reader through the main points of the gameplay, focusing on the important aspects of the game which need communicating. the reader should have a clear idea of what the game looks likeand how fun it will be to play this game

11 AD 305 Electronic Visualization I : School of Art and Design : University of Illinois at Chicago : Spring 2007 Game design document II. DETAILED GAME DESCRIPTION Basic Concept What is the "high concept" of the game? Background Story the story of the game that leads into the beginning of the game, the story that unfolds during gameplay, if any What is the tone? What is the basic narrative? What is the "heart" of the story? Is it a linear story or non linear story?

12 AD 305 Electronic Visualization I : School of Art and Design : University of Illinois at Chicago : Spring 2007 Game design document Objective the objective of the game What is the player's goal and why would they want to accomplish it? How do you win the game? How do you do well in the game? "get as many points as possible“ "rescue the princess” gives as much detail as possible to aid the reader in having some basis in understanding the rest of the design document as he reads on.

13 AD 305 Electronic Visualization I : School of Art and Design : University of Illinois at Chicago : Spring 2007 Game design document How does the game provide challenge to the player? Why is the game hard, and what makes the game hard. Many games start out easy, and become progressively more complex. How does your game provide this kind of ramping up of complexity? What is the core game mechanic? What does the player do? What kinds of interactivity the game provides?

14 AD 305 Electronic Visualization I : School of Art and Design : University of Illinois at Chicago : Spring 2007 Game design document Gameplay Description of the way the game works, from beginning to end. powering up booting / download / online title screen what does it look like is there an options screen what are the choices is there an animated sequence can it be bypassed and how

15 AD 305 Electronic Visualization I : School of Art and Design : University of Illinois at Chicago : Spring 2007 Game design document when the game begins what we see on the screen? Describe the scene and what happens next. hero? background? animation? If nothing happens until the user does something, describe what the user's options are and what happens as a result of all possible actions. most games to some extent are controlled by the user The hero doesn't automatically do anything; the user, playing the game optimally, might cause the hero to do such-and-such an act, which would cause the computer- controlled enemy to do this, and the user's options are to do this and that

16 AD 305 Electronic Visualization I : School of Art and Design : University of Illinois at Chicago : Spring 2007 Game design document Describe the A.I. of the computerized opponent/opponents, if any. Write a "walkthrough" of the game to visualize the game What is the planned interface? What is the planned perspective 1st person 3rd person What is the basic interactive structure? Chapters Great Middle Section Levels

17 AD 305 Electronic Visualization I : School of Art and Design : University of Illinois at Chicago : Spring 2007 Game design document What is the "heart" of the gameplay? speed actions style continuous turnbased other How does multi-player work? How difficult is the game? How long will it take the average player to complete?

18 AD 305 Electronic Visualization I : School of Art and Design : University of Illinois at Chicago : Spring 2007 Game design document III. OTHER ASPECTS OF THE PRODUCT DESIGN Characters List and describe the characters in the game, if any Tell something about their personalities and capabilities, and how they act in the game What are the capabilities of all characters/objects (both player and computer-controlled) in the game? how each character moves what capabilities for action each character has how each character interacts with other characters special abilities each character may possess Do the characters change their behavior as the game progresses? Who does the player play?

19 AD 305 Electronic Visualization I : School of Art and Design : University of Illinois at Chicago : Spring 2007 Game design document Single/multi player? Are there other key characters? License Exploitation If the characters are based on a license provide some discussion of how the licensed characters will exploit the popular features of the license.

20 AD 305 Electronic Visualization I : School of Art and Design : University of Illinois at Chicago : Spring 2007 Game design document World / Environment Describe the scenes in which the action takes place design document can be organized primarily by location, showing all characters and objects there, and indicating what events occur there in case of the action game If locations in the game can be visited in any order, then list them in either the optimum order or in the order one might visit them if traveling in the simplest path.

21 AD 305 Electronic Visualization I : School of Art and Design : University of Illinois at Chicago : Spring 2007 Game design document Controls Describe the user interface. How are the actions in the game translated to the user interface What kind of feedback does the game provide for player actions? How does the user cause all game actions to occur? In the case of a computer game, describe which peripherals the game supports and how they are used to accomplish all game actions. Describe the on-screen interface and how it works. score a life gauge an inventory icon dialogue choices

22 AD 305 Electronic Visualization I : School of Art and Design : University of Illinois at Chicago : Spring 2007 Game design document Describe all menus in detail chart out the "shell" structure Onscreen text messages are also part of the interface describe in general terms what they will be like Graphics Describe the general style of the graphics Aesthetics of the game What are the new / innovative art features? What are the aesthetic influences? Storyboard sketches

23 AD 305 Electronic Visualization I : School of Art and Design : University of Illinois at Chicago : Spring 2007 Game design document include sketches of some game scenes to aid in the visualization of the game. Show a typical scene and give some indication of what we're looking at. Background landscape interior exterior environment Sketches should be included of what the characters (if any) will look like. Design of the on-screen user interface finished prototype callouts so the reader knows what's what Detailed art list can be a separate document

24 AD 305 Electronic Visualization I : School of Art and Design : University of Illinois at Chicago : Spring 2007 Game design document Sounds and Music Describe sound effects to be used in the game the sounds should be prioritized so that the important sounds don't get "stepped on" by less important sounds Describe how the sounds will be created. If sampled digitized sound effects or voices are to be used in the game, tell about that in some detail. Describe the general style of the music, with some references to other well-known music for the reader's edification. Tell how music will be used in the game. Detailed sound, voice, and music lists can be a separate document

25 AD 305 Electronic Visualization I : School of Art and Design : University of Illinois at Chicago : Spring 2007 Game design document IV STORYBOARD Visualizes the game concept as close to the final game layout as possible sketchs key scenes from the gameplay includes instructions, sound, transitions, the duration of each scene, The written part explains any aspects of the project that the visuals do not clearly show. Medium: illustrations, pencil, watercolor, Photoshop, Illustrator, Flash, collage, etc. mounted on a mat or illustration board (no less than 24*16 inches)


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