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

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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 ) ;

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Page 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

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

Page 2: 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

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.

Page 3: 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

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 ) ;

Page 4: 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

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 responsesresponses = new Array("1", "2", "3", "4", "5", "6" );

// get number of responsesn = responses.length;

// pick random responser = Int(Math.random()*n);f = Int(Math.random()*n);

// place response in text areadice1 = responses[r];

dice2 = responses[f];

dice1Color = new Color("dice1");dice1Color.setRGB(0xFFFFFF);dice2Color = new Color("dice2");dice2Color.setRGB(0xFFFFFF);

Page 5: 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

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 animationgotoAndPlay(2);

}

Page 6: 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

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.

Page 7: 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

AD 305 Electronic Visualization I : School of Art and Design : University of Illinois at Chicago : Spring 2007

Game design document

GAME TITLE

A Game ForHardware platform / development software / output

Copyright 2007 developer’s name / company title

Page 8: 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

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 exciteinform the reader

First paragraph must excite the reader and make the reader want to read more of the first page.

must beinterestingconciseinformativemust 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.

Page 9: 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

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 gameInterest 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.

Page 10: 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

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 pictureswalks 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

Page 11: 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

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 Storythe 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?

Page 12: 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

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.

Page 13: 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

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?

Page 14: 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

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 screenwhat does it look likeis there an options screenwhat are the choicesis there an animated sequencecan it be bypassed and how

Page 15: 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

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

Page 16: 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

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 perspective1st person3rd person

What is the basic interactive structure?ChaptersGreat Middle SectionLevels

Page 17: 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

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?speedactionsstylecontinuousturnbasedother

How does multi-player work?

How difficult is the game?

How long will it take the average player to complete?

Page 18: 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

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 anyTell something about their personalities and capabilities,and how they act in the gameWhat are the capabilities of all characters/objects (both

player and computer-controlled) in the game?how each character moveswhat capabilities for action each character hashow each character interacts with other charactersspecial abilities each character may possessDo the characters change their behavior as the game

progresses?Who does the player play?

Page 19: 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

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.

Page 20: 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

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.

Page 21: 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

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.

scorea life gaugean inventory icondialogue choices

Page 22: 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

AD 305 Electronic Visualization I : School of Art and Design : University of Illinois at Chicago : Spring 2007

Game design document

Describe all menus in detailchart out the "shell" structure

Onscreen text messages are also part of the interfacedescribe in general terms what they will be like

Graphics

Describe the general style of the graphicsAesthetics of the gameWhat are the new / innovative art features?What are the aesthetic influences?

Storyboard

sketches

Page 23: 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

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.

Backgroundlandscapeinteriorexteriorenvironment

Sketches should be included of what the characters (if any) will look like.

Design of the on-screen user interfacefinished prototypecallouts so the reader knows what's what

Detailed art list can be a separate document

Page 24: 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

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 prioritizedso 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

Page 25: 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

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)