ad 305 electronic visualization i : school of art and design : university of illinois at chicago :...
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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
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.
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 ) ;
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);
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);
}
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.
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
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.
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.
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
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?
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.
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?
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
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
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
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?
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?
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.
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.
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
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
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
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
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)
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