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04 Components

This document discusses how to break up a game into core components for development. It describes traditional components like the game engine, rules and mechanics, user interface, and content. The game engine powers graphics, sound, character AI, and physics. Rules and mechanics fill in values for game systems defined by the engine. Together, the engine and mechanics comprise the core ruleset. The document also discusses game AI, data-driven design, and commercial game engines.

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0% found this document useful (0 votes)
47 views26 pages

04 Components

This document discusses how to break up a game into core components for development. It describes traditional components like the game engine, rules and mechanics, user interface, and content. The game engine powers graphics, sound, character AI, and physics. Rules and mechanics fill in values for game systems defined by the engine. Together, the engine and mechanics comprise the core ruleset. The document also discusses game AI, data-driven design, and commercial game engines.

Uploaded by

sowmiya
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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the

gamedesigninitiative
at cornell university

Lecture 4

Game Components
So You Want to Make a Game?

— Will assume you have a design document


— Focus of next week and a half…
— Building off the ideas of previous lecture
— But now you want to start building it
— Need to assign tasks to the team members
— Helps to break game into components
— Each component being a logical unit of work.

the
gamedesigninitiative
2 Design Elements at cornell university
Traditional Way to Break Up a Game
— Game Engine
— Software, created primarily by programmers
— Rules and Mechanics
— Created by the designers, with programmer input
— User Interface
— Coordinated with programmer/artist/HCI specialist
— Content and Challenges
— Created primarily by designers
the
gamedesigninitiative
3 Parts of a Game at cornell university
Features of Game Engines
— Power the graphics and sound
— 3D rendering or 2D sprites
— Power the character and strategic AI
— Typically custom designed for the game
— Power the physics interactions
— Must support collisions at a bare minimum
— Describe the systems
— Space of possibilities in game world
the
gamedesigninitiative
4 Parts of a Game at cornell university
Commercial Game Engines

— Libraries that take care of technical tasks


— But probably need some specialized code
— Game studios buy source code licenses

— Is XNA a game engine?


— No AI or physics support at all
— But external libraries exist (e.g. Box2D)

— Bare bones engine: graphics + physics


the
gamedesigninitiative
5 Parts of a Game at cornell university
Game Engines: Graphics
— Minimum requirements:
— Low level instructions for drawing
— API to import artistic assets
— Routines for manipulating images

— Two standard 3D graphics APIs


— OpenGL: Unix, Linux, Macintosh
— Direct3D: Windows

— For this class, our graphics engine is XNA


— Supports Direct 3D, but will only use 2D
the
gamedesigninitiative
6 Parts of a Game at cornell university
Game Engines: Physics

— Defines physical attributes of the world


— There is a gravitational force
— Objects may have friction
— Ways in which light can reflect
— Does not define precise values or effects
— The direction or value of gravity
— Friction constants for each object
— Specific lighting for each material
the
gamedesigninitiative
7 Parts of a Game at cornell university
Game Engines: Systems
— Physics is an example of a game system
— Specifies the space of possibilities for a game
— But not the specific parameters of elements
— Extra code that you add to the engine
— Write functions for the possibilities
— But do not code values or when called
— Separates programmer from gameplay designer
— Programmer creates the system
— Gameplay designer fills in parameters
the
gamedesigninitiative
8 Parts of a Game at cornell university
Systems: Super Mario Bros.
— Levels
— Fixed height scrolling maps
— Populated by blocks and enemies
— Enemies
— Affected by stomping or bumping
— Different movement/AI schemes
— Spawn projectiles or other enemies
— Blocks
— Can be stepped on safely
— Can be bumped from below
— Mario (and Luigi) can be small, big, or fiery
the
gamedesigninitiative
9 Parts of a Game at cornell university
Traditional RPG Analogy: Engines

— Highest level decisions in the rulebooks


— Dice mechanisms for entire system
— Explanation of action types
— Overview of spell, combat system
— Statistical requirements for game entities

— SRD: System Reference Document


— Feature of 3.x D&D (discontinued)
— Allows creation of compatible games
the
gamedesigninitiative
10 Parts of a Game at cornell university
Traditional RPG Analogy: Engines

— Highest level decisions in the rulebooks


— Dice mechanisms for entire system
— Explanation of action types
b o r r o w
g m e s
asystem Gs.
— Overview of spell, d ig it al
combat
R P
o d e r n it io n al
— M
Statistical requirements
m tr ad
for game entities
o t fr o
al
— SRD: System Reference Document
— Feature of 3.x D&D (discontinued)
— Allows creation of compatible games
the
gamedesigninitiative
11 Parts of a Game at cornell university
Characteristics of an Engine

— Broad, adaptable, and extensible


— Encodes all non-mutable design decisions
— Parameters for all mutable design decisions

— Outlines gameplay possibilities


— Cannot be built independent of design
— But only needs highest level information
— Gameplay specification is sufficient

the
gamedesigninitiative
12 Parts of a Game at cornell university
Data-Driven Design

— No code outside engine; all else is data


— Purpose of separating system from parameters
— Create game content with level editors
— Examples:
— Art, music in industry-standard file formats
— Object data in XML or other data file formats
— Character behavior specified through scripts
— Major focus for alpha release
the
gamedesigninitiative
13 Parts of a Game at cornell university
Rules & Mechanics

— Fills in the values for the system


— Parameters (e.g. gravity, damage amounts, etc.)
— Types of player abilities/verbs
— Types of world interactions
— Types of obstacles/challenges

— But does not include specific challenges


— Just the list all challenges that could exist
— Contents of the pallet for level editor
the
gamedesigninitiative
14 Parts of a Game at cornell university
Rules: Super Mario Bros.
— Enemies
— Goombas die when stomped
— Turtles become shells when stomped/bumped
— Spinys damage Mario when stomped
— Piranha Plants aim fireballs at Mario

— Environment
— Question block yields coins, a power-up, or star
— Mushroom makes Mario small
— Fire flower makes Mario big and fiery
the
gamedesigninitiative
15 Parts of a Game at cornell university
Traditional RPG Analogy: Mechanics

— Engine + mechanics = core rulebooks


— Material tailored to genre, setting
— Less information than an adventure module
— But enough to create your own adventures
— Vary the mechanics by genre
— D&D: high fantasy
— Star Wars: space opera
— Top Secret: modern spy thriller
the
gamedesigninitiative
16 Parts of a Game at cornell university
Game AI: Where Does it Go?
— Game AI is traditionally placed in mechanics
— Characters need rules to make right choices
— Tailor AI to give characters personalities
— But it is implemented by programmer
— Complicated search algorithms
— Algorithms should be in game engine
— Holy Grail: “AI Photoshop” for designers
— Hides all of the hard algorithms
the
gamedesigninitiative
17 Parts of a Game at cornell university
Interfaces

— Interface specifies
— How player does things (player-to-computer)
— How player gets feedback (computer-to-player)
— More than engine+mechanics
— They just describe what the player can do
— Do not specify how it is done
— Bad interfaces can kill a game

the
gamedesigninitiative
18 Parts of a Game at cornell university
Interface: Dead Space

the
gamedesigninitiative
19 Parts of a Game at cornell university
Traditional RPG Analogy: Interface
— Interface includes:
— Character sheets
— Pencils
— Maps
— Dice
— Player voices

— Alternate interfaces for D&D


— LARPing
— Play-by-mail
the
gamedesigninitiative
20 Parts of a Game at cornell university
Interface Tips
— Must consider input devices in design
— For PC, typically mouse and keyboard
— Game controllers have different “feel”
— Consider depth and width of interface
— Details are best processed at the center of vision
— Peripheral vision mostly detects motion
— Strive for “invisible” interface (metaphorically)
— Familiarity is better than innovation
the
gamedesigninitiative
21 Parts of a Game at cornell university
Content and Challenges
— Content is everything else
— Gameplay content define the actual game
— Goals and victory conditions
— Missions and quests
— Interactive story choices

— Non-gameplay content affects player experience


— Graphics and cut scenes
— Sound effects and background music
— Non-interactive story
the
gamedesigninitiative
22 Parts of a Game at cornell university
Traditional RPG Analogy: Content

— Content is what creates an adventure


— Could include adventure modules
— But also includes the DM’s imagination
— “Dealing with the exceptions” 90% of time
— DM must quickly adapt to the players
— Ability to improvise provides another lesson:
— Content should be easy to change as needed
— Needs well-designed engine+mechanics+interface
the
gamedesigninitiative
23 Parts of a Game at cornell university
Why the division?

— They are not developed sequentially


— Content may requires changes to game engine
— Interface is changing until the very end
— Intended to organize your design
— Engine: decisions to be made early, hard-code
— Mechanics: mutable design decisions
— Interface: how to shape the user experience
— Content: specific gameplay and level-design
the
gamedesigninitiative
24 Parts of a Game at cornell university
Milestones Suggestions

Nondigital Gameplay Technical Alpha Beta Release

Pre-Engine Completed
Tech Game Engine

Mechanics
Mechanics (Design)
(Implementation)

Interface
Interface (Polishing)
(Functional Mock-up)

Content

the
gamedesigninitiative
25 Design Elements at cornell university
Summary

— Game is divided into four components


— Should keep each in mind during design
— Key for distributing work in your group

— But they are all interconnected


— System/engine limits your possible mechanics
— Content is limited by the type of mechanics

— Once again: design is iterative


the
gamedesigninitiative
26 Parts of a Game at cornell university

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