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0% found this document useful (0 votes)
22 views21 pages

겜프 2-2

Uploaded by

cracraty159
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© © All Rights Reserved
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Jonghyeok Park

Dept of Computer Science and Engineering,


Hankuk University of Foreign Studies (HUFS)

Game Programming (T01402201) Hankuk University of Foreign Studies Jonghyeok Park


What is a Prototype?

• An incomplete model of your product


– Implements small subset of the final features
– Features chosen are the most important now
• Prototype helps you visualize gameplay
– Way for you to test a new game mechanic
– Allows you to tune mechanic parameters
– Can also test (some) user interface

Game Programming (T01402201) Hankuk University of Foreign Studies Jonghyeok Park


What is a Prototype?

• A prototype helps you visualize subsystems


– Custom lighting algorithms
– Custom physics engine
– Network communication layer
• Fits naturally with the SCRUM sprint
– Identify the core mechanic/subsystem to test
– Develop subsystem separately in sprint
– If successful, integrate into main code

Game Programming (T01402201) Hankuk University of Foreign Studies Jonghyeok Park


Types of Prototypes

• Throwaway Prototyping
– Prototype will be discarded after use
– Often created with middleware/prototyping tool
– Useful for gameplay prototype
• Evolutionary Prototyping
– Robust prototype that is refined over time
– Code eventually integrated into final product
– Useful for your technical prototype

Game Programming (T01402201) Hankuk University of Foreign Studies Jonghyeok Park


Case Study: Playing Fields

• Computer map aid for playing Game


– Provides a map grid for moving tokens about
– Tool after creating tokens and images
– Network support for a communication with many players
– Intelligently obscure player visibility

• Motivation: lesson player “metagaming”


– Physical map displays too much information
– Playing over a network is a secondary concern

Game Programming (T01402201) Hankuk University of Foreign Studies Jonghyeok Park


Case Study: Playing Fields

Playing Fields

Game Programming (T01402201) Hankuk University of Foreign Studies Jonghyeok Park


Gameplay Prototypes

• Focus on core mechanic (e.g., verb/interaction)


– May want more than one for emergent behavior
– But no more than 2 or 3 mechanics
– Keep challenges very, very simple

• Prototype should allow tuning on the fly


– Requiring a recompile to tune is inefficient
– Use menus/input fields/keyboard commands
– But do not make the UI too complicated either

Game Programming (T01402201) Hankuk University of Foreign Studies Jonghyeok Park


Prototyping Playing Fields

• What are the core mechanics?


– Moving a token about a grid
– Using obstacles to block visibility
• Focuses on visibility and user control
– Use a single token with fixed obstructions
– Do not support network paly
– Do not worry about invalid moves
• Visibility distance is a tunable parameter

Game Programming (T01402201) Hankuk University of Foreign Studies Jonghyeok Park


Playing Fields Prototype

Game Programming (T01402201) Hankuk University of Foreign Studies Jonghyeok Park


Prototype: Lessons Learned

• Algorithm makes it difficult to see walls


– May want to unseen area a color other than black
– May want to “fudge the edge of the boundary”
• Update algorithm does not support “starfing”
– Vision is updated at start and beginning of move
– Nothing is “in between” is counted (e.g., alleys)
• Spacing of 50 pixels is optimal for viewing

Game Programming (T01402201) Hankuk University of Foreign Studies Jonghyeok Park


Technical Prototyping

• Technical prototypes used for subsystems


– Custom lighting algorithms
– Custom physics engine
– Network communication layer
• Goal: inspect inner workings of software
– Features might be “invisible” in normal game
– Specialized interface to visualize process
• Not-a-Goal: Make something fun

Game Programming (T01402201) Hankuk University of Foreign Studies Jonghyeok Park


Case Study: Shadows and Lighting

• Recall gameplay prototype


– Discrete shadows are easy, But had many problems
• Want something more robust
– Continuously movement
– Curved wall edges
– Self-interesting shadows
• Different features to test
– Moving an avatar
– Reconfiguring the wall

Game Programming (T01402201) Hankuk University of Foreign Studies Jonghyeok Park


Case Study: Shadows and Lighting

• Recall gameplay prototype


– Discrete shadows are easy, But had many problems
• Want something more robust
– Continuously movement
– Curved wall edges
– Self-interesting shadows
• Different features to test
– Moving an avatar
– Reconfiguring the wall

Game Programming (T01402201) Hankuk University of Foreign Studies Jonghyeok Park


Case Study: Agent Movement

• Artificial potential fields


– Obstacles are repulsive charge
– Goal is an attractive charge
– Sum together to get velocity

• Fast real-time movement


– No hard AI algorithms
– But has other problems…

* Attractive charge: 인력
* Repulsive charge: 척력
Game Programming (T01402201) Hankuk University of Foreign Studies Jonghyeok Park
Case Study: Agent Movement

Game Programming (T01402201) Hankuk University of Foreign Studies Jonghyeok Park


Case Study: Agent Movement

Support controls to change


Make subsystem robust parameters on the fly
(Evolutionary Prototype)

Make interface simple


(Throwaway Prototype)

Game Programming (T01402201) Hankuk University of Foreign Studies Jonghyeok Park


Prototype: Digital vs. Non-Digital

Digital Prototype Non-Digital Prototype

• Closer to final design • Fast to create, iterate


• Input and control design
Advantages semantics • Used by non-programmers
• Great for complex systems • Great for resources and
(e.g., physics) game economy

• High learning curve • Input and player control


Disadvantages
• Longer development time • Complex system

Game Programming (T01402201) Hankuk University of Foreign Studies Jonghyeok Park


Lessons from Non-Digital Prototypes

• Evaluate emergent behavior


– Allow player to commit simultaneous actions
– Model interaction as “board elements”
• Model player cost-benefit analysis
– Model all resources with sources and sinks
– Focus on economic dilemma challenges
• Early user testing for player difficulty
– Ideal for puzzle games (or puzzle element)
– Can also evaluate unusual interfaces

Game Programming (T01402201) Hankuk University of Foreign Studies Jonghyeok Park


Take away

• Prototype
• Types of prototype
– Throwaway
– Evolutionary
• Gameplay prototype
• Technical prototpye
• Digital vs. Non-Digital prototpyes

Game Programming (T01402201) Hankuk University of Foreign Studies Jonghyeok Park


Q&A

• Any questions?

Game Programming (T01402201) Hankuk University of Foreign Studies Jonghyeok Park


References

• Adapts Cornel university’s “the game designinitiative” lecture slides

Game Programming (T01402201) Hankuk University of Foreign Studies Jonghyeok Park

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