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Chapter 1. Intro to Game Development. The Adventure Genre. Text Adventure Games Graphical Adventure New Experiences Suspension of Consequences Intellectual Stimulus No Dexterity Required Visual Interest Story. Designing Your Game. Consider trade-offs early Defining a style
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Chapter 1 Intro to Game Development
The Adventure Genre • Text Adventure Games • Graphical Adventure • New Experiences • Suspension of Consequences • Intellectual Stimulus • No Dexterity Required • Visual Interest • Story
Designing Your Game • Consider trade-offs early • Defining a style • Compartmentalizing Environments • First-Person of Third-Person • Animation • Content • Challenges, Tasks, and Puzzles
What basic Human Characteristics Make for Fun? • Ferengi Rules of Acquisition • Naughty or Nice • Superpowers • Consequences
Managing Your Project • Assuming Multiple Roles • Designing game play, story, and style • Creation of art assets • Scripting • Choosing the Game Engine
Game Requirements • Entertaining • Story/Goal • Object Interaction • Object-to-object Interactivity • Conversations • Inventory • Save/Restore • Music and sound effects • Action objects
Tips for Completing First Game • Rule #1 • Keep a log of the hours you spend on everything • Don’t bite off more than you can chew • Entertaining or tedious • Feasible? • The path of least resistance • Bait and switch • Assets: freebees, purchase, or build from scratch?
Tips for Completing First Game • Technical considerations • Available features • Design alternatives • Platform restrictions • Plan and test first • Paper design • Proxy objects • Consistency • Beta testers • Interactivity
Terms and Concepts • DCC (Digital Content Creation applications) • 3ds Max, Maya Cinema4D, Blender, … • Frame Rate • Usually aim for 30 frames per second • Dependent upon scene, animation, physics, lighting, … • Navigation • No standard for all game navigation • Should be obvious and seamless • Collision • Players interact with the game world so some method is necessary to support the idea of a solid object • Poly (polygon) • All shapes are mapped to a set of polygons, usually triangles • Simple primitives vs. mesh objects • A primitive is an object that is parametrically defined by a set of parameters • A mesh object is defined by giving the exact location of its vertices relative to the transform axis
Terms and Concepts • LOD (Level Of Detail) • As objects move away from view they can be replaced with a copy that is represented using fewer polygons • Distance culling • At a particular distance an object may not be drawn • Fog • Technique to mimic the effects of real fog • Clipping planes • Near and far clipping planes for the camera • Object are only rendered between them • Draw order • Becomes an issue for semitransparent objects • Occlusion culling • Don’t check to render objects that cannot be scene
Terms and Concepts • Lighting • Multiple issues later • Non-GI (global illumination) is performed on a per-vertex basis • Shared or averaged vertices • Shared vertices provide for soft edges • Vertex vs. pixel lighting • Normal mapping • Shaders • Boundaries, real and invisible • Terrain generators • Dynamic tessellation