Basic Concept Of 2D Game Design And Development

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IntroductionAnalysisModelingEvents and Collision DetectionBasic concept of 2D game design anddevelopmentDavid Botzenhart, Kathrin Krisch19th January 2007David Botzenhart, Kathrin KrischBasic concept of 2D game design and development

IntroductionAnalysisModelingEvents and Collision DetectionAnalysisWhat makes a 2D Game?Transformation of the Design Analysis into a Software Model.ModelingThe Game class.Animations and Sounds(”The moving pictures”)Events and Collision DetectionEventsCollision DetectionGood ByeDavid Botzenhart, Kathrin KrischBasic concept of 2D game design and development

IntroductionAnalysisModelingEvents and Collision DetectionWhat makes a 2D Game?Transformation of the Design Analysis into a Software Model.The IdeaBeside the fact that a good “programming” is in not the only keyto a successful game, we will focus on thinking of “how” todevelop a game in a technical approach.The most important thing ,of course is the Idea, closely followedby good design (audio and video) and a stable realization. Keep inmind that games are made for entertainment.But also, games can be a source for powerful ideas. . .David Botzenhart, Kathrin KrischBasic concept of 2D game design and development

IntroductionAnalysisModelingEvents and Collision DetectionWhat makes a 2D Game?Transformation of the Design Analysis into a Software Model.Recognizable parts of a 2D gameWhat does appear in a game? Let us think about it. . .I Screen.David Botzenhart, Kathrin KrischBasic concept of 2D game design and development

IntroductionAnalysisModelingEvents and Collision DetectionWhat makes a 2D Game?Transformation of the Design Analysis into a Software Model.Recognizable parts of a 2D gameWhat does appear in a game? Let us think about it. . .I Screen.ISounds.David Botzenhart, Kathrin KrischBasic concept of 2D game design and development

IntroductionAnalysisModelingEvents and Collision DetectionWhat makes a 2D Game?Transformation of the Design Analysis into a Software Model.Recognizable parts of a 2D gameWhat does appear in a game? Let us think about it. . .I Screen.IIFrame or Status Bar.Sounds.David Botzenhart, Kathrin KrischBasic concept of 2D game design and development

IntroductionAnalysisModelingEvents and Collision DetectionWhat makes a 2D Game?Transformation of the Design Analysis into a Software Model.Recognizable parts of a 2D gameWhat does appear in a game? Let us think about it. . .I Screen.IIFrame or Status Bar.IGame Window.Sounds.David Botzenhart, Kathrin KrischBasic concept of 2D game design and development

IntroductionAnalysisModelingEvents and Collision DetectionWhat makes a 2D Game?Transformation of the Design Analysis into a Software Model.Recognizable parts of a 2D gameWhat does appear in a game? Let us think about it. . .I Screen.IFrame or Status Bar.IIICredits (Points, Score).Game Window.Sounds.David Botzenhart, Kathrin KrischBasic concept of 2D game design and development

IntroductionAnalysisModelingEvents and Collision DetectionWhat makes a 2D Game?Transformation of the Design Analysis into a Software Model.Recognizable parts of a 2D gameWhat does appear in a game? Let us think about it. . .I Screen.IFrame or Status Bar.IIIICredits (Points, Score).Status.Game Window.Sounds.David Botzenhart, Kathrin KrischBasic concept of 2D game design and development

IntroductionAnalysisModelingEvents and Collision DetectionWhat makes a 2D Game?Transformation of the Design Analysis into a Software Model.Recognizable parts of a 2D gameWhat does appear in a game? Let us think about it. . .I Screen.IFrame or Status Bar.IIIIICredits (Points, Score).Status.Chat Screen, Maps, etc.Game Window.Sounds.David Botzenhart, Kathrin KrischBasic concept of 2D game design and development

IntroductionAnalysisModelingEvents and Collision DetectionWhat makes a 2D Game?Transformation of the Design Analysis into a Software Model.Recognizable parts of a 2D gameWhat does appear in a game? Let us think about it. . .I Screen.IFrame or Status Bar.IIIIGame Window.IICredits (Points, Score).Status.Chat Screen, Maps, etc.Dynamic Objects (Items).Sounds.David Botzenhart, Kathrin KrischBasic concept of 2D game design and development

IntroductionAnalysisModelingEvents and Collision DetectionWhat makes a 2D Game?Transformation of the Design Analysis into a Software Model.Recognizable parts of a 2D gameWhat does appear in a game? Let us think about it. . .I Screen.IFrame or Status Bar.IIIIGame Window.IIICredits (Points, Score).Status.Chat Screen, Maps, etc.Dynamic Objects (Items).Cursor.Sounds.David Botzenhart, Kathrin KrischBasic concept of 2D game design and development

IntroductionAnalysisModelingEvents and Collision DetectionWhat makes a 2D Game?Transformation of the Design Analysis into a Software Model.Recognizable parts of a 2D gameWhat does appear in a game? Let us think about it. . .I Screen.IFrame or Status Bar.IIIIGame Window.IIIICredits (Points, Score).Status.Chat Screen, Maps, etc.Dynamic Objects (Items).Cursor.Mouse Over Texts.Sounds.David Botzenhart, Kathrin KrischBasic concept of 2D game design and development

IntroductionAnalysisModelingEvents and Collision DetectionWhat makes a 2D Game?Transformation of the Design Analysis into a Software Model.Recognizable parts of a 2D gameWhat does appear in a game? Let us think about it. . .I Screen.IFrame or Status Bar.IIIIGame Window.IIIIICredits (Points, Score).Status.Chat Screen, Maps, etc.Dynamic Objects (Items).Cursor.Mouse Over Texts.Background.Sounds.David Botzenhart, Kathrin KrischBasic concept of 2D game design and development

IntroductionAnalysisModelingEvents and Collision DetectionWhat makes a 2D Game?Transformation of the Design Analysis into a Software Model.Recognizable parts of a 2D game (continued)GAME WINDOWItemsMouse OverScoreStatusFRAMEDavid Botzenhart, Kathrin KrischBasic concept of 2D game design and development

IntroductionAnalysisModelingEvents and Collision DetectionWhat makes a 2D Game?Transformation of the Design Analysis into a Software Model.Transformation of the Design Analysis into a SoftwareModel.What do we need?I A game class.David Botzenhart, Kathrin KrischBasic concept of 2D game design and development

IntroductionAnalysisModelingEvents and Collision DetectionWhat makes a 2D Game?Transformation of the Design Analysis into a Software Model.Transformation of the Design Analysis into a SoftwareModel.What do we need?I A game class.IShould be something like a thread.David Botzenhart, Kathrin KrischBasic concept of 2D game design and development

IntroductionAnalysisModelingEvents and Collision DetectionWhat makes a 2D Game?Transformation of the Design Analysis into a Software Model.Transformation of the Design Analysis into a SoftwareModel.What do we need?I A game class.IIShould be something like a thread.Should have access to graphic and/or audio interface.David Botzenhart, Kathrin KrischBasic concept of 2D game design and development

IntroductionAnalysisModelingEvents and Collision DetectionWhat makes a 2D Game?Transformation of the Design Analysis into a Software Model.Transformation of the Design Analysis into a SoftwareModel.What do we need?I A game class.IIIShould be something like a thread.Should have access to graphic and/or audio interface.Should contain, control and care for all items.David Botzenhart, Kathrin KrischBasic concept of 2D game design and development

IntroductionAnalysisModelingEvents and Collision DetectionWhat makes a 2D Game?Transformation of the Design Analysis into a Software Model.Transformation of the Design Analysis into a SoftwareModel.What do we need?I A game class.IIIIShouldShouldShouldShouldbe something like a thread.have access to graphic and/or audio interface.contain, control and care for all items.manage or delegate user inputs and events.David Botzenhart, Kathrin KrischBasic concept of 2D game design and development

IntroductionAnalysisModelingEvents and Collision DetectionWhat makes a 2D Game?Transformation of the Design Analysis into a Software Model.Transformation of the Design Analysis into a SoftwareModel.What do we need?I A game class.IIIIIShouldShouldShouldShouldShouldbe something like a thread.have access to graphic and/or audio interface.contain, control and care for all items.manage or delegate user inputs and events.be time based (game loop).David Botzenhart, Kathrin KrischBasic concept of 2D game design and development

IntroductionAnalysisModelingEvents and Collision DetectionWhat makes a 2D Game?Transformation of the Design Analysis into a Software Model.Transformation of the Design Analysis into a SoftwareModel.What do we need?I A game class.IIIIIIShouldShouldShouldShouldShouldShouldbe something like a thread.have access to graphic and/or audio interface.contain, control and care for all items.manage or delegate user inputs and events.be time based (game loop).contain the game logic.David Botzenhart, Kathrin KrischBasic concept of 2D game design and development

IntroductionAnalysisModelingEvents and Collision DetectionWhat makes a 2D Game?Transformation of the Design Analysis into a Software Model.Transformation of the Design Analysis into a SoftwareModel.What do we need?I A game e something like a thread.have access to graphic and/or audio interface.contain, control and care for all items.manage or delegate user inputs and events.be time based (game loop).contain the game logic.A basic item class.David Botzenhart, Kathrin KrischBasic concept of 2D game design and development

IntroductionAnalysisModelingEvents and Collision DetectionWhat makes a 2D Game?Transformation of the Design Analysis into a Software Model.Transformation of the Design Analysis into a SoftwareModel.What do we need?I A game e something like a thread.have access to graphic and/or audio interface.contain, control and care for all items.manage or delegate user inputs and events.be time based (game loop).contain the game logic.A basic item class.IShould have a defined status (over time).David Botzenhart, Kathrin KrischBasic concept of 2D game design and development

IntroductionAnalysisModelingEvents and Collision DetectionWhat makes a 2D Game?Transformation of the Design Analysis into a Software Model.Transformation of the Design Analysis into a SoftwareModel.What do we need?I A game e something like a thread.have access to graphic and/or audio interface.contain, control and care for all items.manage or delegate user inputs and events.be time based (game loop).contain the game logic.A basic item class.IIShould have a defined status (over time).Should have a position.David Botzenhart, Kathrin KrischBasic concept of 2D game design and development

IntroductionAnalysisModelingEvents and Collision DetectionWhat makes a 2D Game?Transformation of the Design Analysis into a Software Model.Transformation of the Design Analysis into a SoftwareModel.What do we need?I A game e something like a thread.have access to graphic and/or audio interface.contain, control and care for all items.manage or delegate user inputs and events.be time based (game loop).contain the game logic.A basic item class.IIIShould have a defined status (over time).Should have a position.Should have a dimension (area, for collision detection, etc.).David Botzenhart, Kathrin KrischBasic concept of 2D game design and development

IntroductionAnalysisModelingEvents and Collision DetectionWhat makes a 2D Game?Transformation of the Design Analysis into a Software Model.Transformation of the Design Analysis into a SoftwareModel.What do we need?I A game e something like a thread.have access to graphic and/or audio interface.contain, control and care for all items.manage or delegate user inputs and events.be time based (game loop).contain the game logic.A basic item class.IIIIShouldShouldShouldShouldhave a defined status (over time).have a position.have a dimension (area, for collision detection, etc.).be able to draw itself.David Botzenhart, Kathrin KrischBasic concept of 2D game design and development

IntroductionAnalysisModelingEvents and Collision DetectionWhat makes a 2D Game?Transformation of the Design Analysis into a Software Model.Transformation of the Design Analysis into a SoftwareModel.What do we need?I A game e something like a thread.have access to graphic and/or audio interface.contain, control and care for all items.manage or delegate user inputs and events.be time based (game loop).contain the game logic.A basic item class.IIIIIShouldShouldShouldShouldShouldhave a defined status (over time).have a position.have a dimension (area, for collision detection, etc.).be able to draw itself.play its sounds.David Botzenhart, Kathrin KrischBasic concept of 2D game design and development

IntroductionAnalysisModelingEvents and Collision DetectionWhat makes a 2D Game?Transformation of the Design Analysis into a Software Model.Transformation from Design Analysis to Software ModelDynamic ItemsMapStatusDavid Botzenhart, Kathrin Krischetc.Basic concept of 2D game design and development

IntroductionAnalysisModelingEvents and Collision DetectionThe Game class.Animations and Sounds(”The moving pictures”)The Game class states.startstoppedinitialize game componentsrunstopplaygame loopclear up componentsDavid Botzenhart, Kathrin KrischBasic concept of 2D game design and development

IntroductionAnalysisModelingEvents and Collision DetectionThe Game class.Animations and Sounds(”The moving pictures”)The Game Class’s basic methods::GameGameItems[]run()paint()David Botzenhart, Kathrin KrischBasic concept of 2D game design and development

IntroductionAnalysisModelingEvents and Collision DetectionThe Game class.Animations and Sounds(”The moving pictures”)The Games’ GameItem pdate(long timestamp)::GameItemupdate( long timestamp)run()paint()David Botzenhart, Kathrin KrischBasic concept of 2D game design and development

IntroductionAnalysisModelingEvents and Collision DetectionThe Game class.Animations and Sounds(”The moving pictures”)The update iteration e(long timestamp)::GameItemupdate( long timestamp)run()paint()David Botzenhart, Kathrin KrischBasic concept of 2D game design and development

IntroductionAnalysisModelingEvents and Collision DetectionThe Game class.Animations and Sounds(”The moving pictures”)The paint iteration stamp)::GameItemupdate(long timestamp)::GameItemupdate( long timestamp)run()paint()David Botzenhart, Kathrin KrischBasic concept of 2D game design and development

IntroductionAnalysisModelingEvents and Collision DetectionThe Game class.Animations and Sounds(”The moving pictures”)Time based global values (statics)::GameGameItems[]static SINEstatic te(long timestamp)::GameItemupdate( long timestamp)run()paint()David Botzenhart, Kathrin KrischBasic concept of 2D game design and development

IntroductionAnalysisModelingEvents and Collision DetectionThe Game class.Animations and Sounds(”The moving pictures”)Time based global values (cont’d)::GameGameItems[]static SINEstatic te(long timestamp)::GameItemupdate( long timestamp)run()paint()David Botzenhart, Kathrin KrischBasic concept of 2D game design and development

IntroductionAnalysisModelingEvents and Collision DetectionThe Game class.Animations and Sounds(”The moving pictures”)Time based global values (cont’d)::GameGameItems[]static SINEstatic SAW1.000t0.000T1.000run()t0.000paint()David Botzenhart, Kathrin KrischTBasic concept of 2D game design and development

IntroductionAnalysisModelingEvents and Collision DetectionThe Game class.Animations and Sounds(”The moving pictures”)Time based global values (cont’d)::GameGameItems[]static SINEstatic SAW0xF F ht0x00hT0xF F hrun()t0x00hpaint()David Botzenhart, Kathrin KrischTBasic concept of 2D game design and development

IntroductionAnalysisModelingEvents and Collision DetectionThe Game class.Animations and Sounds(”The moving pictures”)The GameItem as Container::GameItem*Array[] *Sounds*Array[] d::GameItemupdate( long timestamp)update( long timestamp)paint(graphic context)update(long meItemupdate( long timestamp)getImage(timeIndex)update( long timestamp)David Botzenhart, Kathrin KrischBasic concept of 2D game design and development

IntroductionAnalysisModelingEvents and Collision DetectionThe Game class.Animations and Sounds(”The moving pictures”)The GameItem as Container cont’d::GameItemLightweight objects.*Array[] *Sounds*Array[] d(Sound::GameItemupdate( long timestamp)update( long timestamp)paint(graphic context)update(long meItemupdate( long timestamp)getImage(timeIndex)update( long timestamp)David Botzenhart, Kathrin KrischBasic concept of 2D game design and development

IntroductionAnalysisModelingEvents and Collision DetectionThe Game class.Animations and Sounds(”The moving id Botzenhart, Kathrin KrischBasic concept of 2D game design and development

IntroductionAnalysisModelingEvents and Collision DetectionThe Game class.Animations and Sounds(”The moving pictures”)Animation tImage(timeIndex)loadImage(FileName)David Botzenhart, Kathrin KrischBasic concept of 2D game design and development

IntroductionAnalysisModelingEvents and Collision DetectionThe Game class.Animations and Sounds(”The moving pictures”)Animation tImage(timeIndex)loadImage(FileName)Frame0123David Botzenhart, Kathrin Krisch4567Basic concept of 2D game design and development

IntroductionAnalysisModelingEvents and Collision DetectionThe Game class.Animations and Sounds(”The moving pictures”)Animation (FileName)Frame0123David Botzenhart, Kathrin Krisch4567Basic concept of 2D game design and development

IntroductionAnalysisModelingEvents and Collision DetectionEventsCollision DetectionGood ByeTypes of EventsIThe Internal Events.David Botzenhart, Kathrin KrischBasic concept of 2D game design and development

IntroductionAnalysisModelingEvents and Collision DetectionEventsCollision DetectionGood ByeTypes of EventsIThe Internal Events.ITimer Event (internal).David Botzenhart, Kathrin KrischBasic concept of 2D game design and development

IntroductionAnalysisModelingEvents and Collision DetectionEventsCollision DetectionGood ByeTypes of EventsIThe Internal Events.IITimer Event (internal).GameItem Event (shoots at other Item).David Botzenhart, Kathrin KrischBasic concept of 2D game design and development

IntroductionAnalysisModelingEvents and Collision DetectionEventsCollision DetectionGood ByeTypes of EventsIThe Internal Events.IIITimer Event (internal).GameItem Event (shoots at other Item).Collision Detection.David Botzenhart, Kathrin KrischBasic concept of 2D game design and development

IntroductionAnalysisModelingEvents and Collision DetectionEventsCollision DetectionGood ByeTypes of EventsIThe Internal Events.IIIITimer Event (internal).GameItem Event (shoots at other Item).Collision Detection.External Events (System Events).David Botzenhart, Kathrin KrischBasic concept of 2D game design and development

IntroductionAnalysisModelingEvents and Collision DetectionEventsCollision DetectionGood ByeTypes of EventsIThe Internal Events.IIIITimer Event (internal).GameItem Event (shoots at other Item).Collision Detection.External Events (System Events).IEvents caused by User (Input Device Event).David Botzenhart, Kathrin KrischBasic concept of 2D game design and development

IntroductionAnalysisModelingEvents and Collision DetectionEventsCollision DetectionGood ByeTypes of EventsIThe Internal Events.IIIITimer Event (internal).GameItem Event (shoots at other Item).Collision Detection.External Events (System Events).IEvents caused by User (Input Device Event).IOther System Events.David Botzenhart, Kathrin KrischBasic concept of 2D game design and development

IntroductionAnalysisModelingEvents and Collision DetectionEventsCollision DetectionGood ByeTypes of EventsIThe Internal Events.IIIITimer Event (internal).GameItem Event (shoots at other Item).Collision Detection.External Events (System Events).IEvents caused by User (Input Device Event).IIIIMouse Event.Keyboard Event.Joystick etc.Other System Events.David Botzenhart, Kathrin KrischBasic concept of 2D game design and development

IntroductionAnalysisModelingEvents and Collision DetectionEventsCollision DetectionGood ByeTypes of EventsIThe Internal Events.IIIITimer Event (internal).GameItem Event (shoots at other Item).Collision Detection.External Events (System Events).IEvents caused by User (Input Device Event).IIIIMouse Event.Keyboard Event.Joystick etc.Other System Events.IIIForced Repaint.Forced Shutdown.Set to Background, Timer Event (external) etc.David Botzenhart, Kathrin KrischBasic concept of 2D game design and development

IntroductionAnalysisModelingEvents and Collision DetectionEventsCollision DetectionGood ByeEvent processingSystemAny::GameItemAny::GameItemUser Input::Game::GameWindowDavid Botzenhart, Kathrin KrischBasic concept of 2D game design and development

IntroductionAnalysisModelingEvents and Collision DetectionEventsCollision DetectionGood ByeCollision meItemisCollided(::GameItem)update(long timestamp)::GameItemupdate(long date( long (::GameItem)update(long timestamp)::GameItemupdate( long timestamp)update( long timestamp)run()paint()David Botzenhart, Kathrin KrischBasic concept of 2D game design and development

IntroductionAnalysisModelingEvents and Collision DetectionEventsCollision DetectionGood ByeCollision detection (cont’d)This basic algorithm would have the complexity:C n (n 1)2O(n) n2n. . . number of GameItems which may collide. Of course this canbe Improved, but that is a different story. . .David Botzenhart, Kathrin KrischBasic concept of 2D game design and development

IntroductionAnalysisModelingEvents and Collision DetectionEventsCollision DetectionGood ByeFarewellIThank you for your participation. . .David Botzenhart, Kathrin KrischBasic concept of 2D game design and development

Recognizable parts of a 2D game What does appear in a game? Let us think about it. I Screen. I Frame or Status Bar. I Credits (Points, Score). I Status. I Chat Screen, Maps, etc. I Game Window. I Dynamic Objects (Items). I Cursor. I Mouse Over Texts. I Background. I Sounds. David Botzenhart, Kathrin Krisch Basic concept of 2D game design and .

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