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Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett [email protected]

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Page 1: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com

Of Stick Figures and Boxes

OR

Off the Shelf tools For Communicating your Game Design

Montreal International Game Summit, 2006

James [email protected]

Page 2: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com

James Everett

Page 3: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com

Game Designer

Page 4: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com
Page 5: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com

Game Designer

Artificial Mind and Movement

Page 6: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com

Communication

Page 7: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com
Page 8: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com

Design =

Programming =

Art =

Page 9: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com
Page 10: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com
Page 11: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com

Designer’s Vision

Page 12: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com
Page 13: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com

Designer’s Vision

Programmer’s Implementation

DesiredGame

Page 14: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com

Oh Joy! Oh Rapture!

Page 15: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com

Designer’s Vision

Programmer’s Implementation

DesiredGame

Page 16: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com

Designer

Programmer

DesiredGame

Page 17: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com

Not aDoctor

Page 18: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com

What is the Unified Modeling Language?

Page 19: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com
Page 20: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com
Page 21: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com

History of UML in 30 Seconds or Less

Page 22: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com
Page 23: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com

???

Page 24: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com

OMG!(Object Modeling Group)

Page 25: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com
Page 26: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com

1997

2004

1.0

2.0

Page 27: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com
Page 28: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com

How does UML work?

Page 29: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com

English

FrançaisEspañol

Deutsch

NihongoBosanski

Dansk

Esperanto

Page 30: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com

but not cleverComputers: fast,

Page 31: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com

if (Game) !=

then

Page 32: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com

PPPPPP

• Prior

• Planning

• Prevents

• Piss

• Poor

• Performance

Page 33: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com
Page 34: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com

Stand

Jump

Fall

StandAvatar waits in idle stand state-Player can jump from stand

JumpAvatar jumps into the air-After completing Jump the avatar enters the fall state.

FallAvatar is airborne and cannot jump again-When the avatar reaches the ground return to stand

UML Text

Page 35: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com
Page 36: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com
Page 37: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com
Page 38: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com
Page 39: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com
Page 40: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com
Page 41: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com

Player Avatar

Page 42: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com

Behavior Diagrams?

Use Case Diagram State Machine Diagram Activity Diagram

Use Case

Actor

Stand

Jump

Fall

Punch Enemy

Reduce Enemy HP

Enemy EntersHurt State

Page 43: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com

Use Case Diagrams

Use Case

Actor

Page 44: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com

Actor

Page 45: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com

Customer

ATM

Withdraw

Deposit

BalanceCheck

BankDatabase

Page 46: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com

Avatar

GAME

Movement

Combat

Health

Enemy

Page 47: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com

Actor Player/avatar NPC/Enemy

= and

Page 48: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com

Punch

Avatar

ACTORGAME

ASSOCIATION

Page 49: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com

Use Case

Actor

Use Case

1) Use Case specifications2) Provide a detailed explanation of use cases3) Through text

Page 50: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com

Use Cases arePlayer Centric

Page 51: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com

Punch

Avatar

Punch: 1) The avatar punches an enemy and causes damage. 2)...

Kick: 1)...

Shoot: 1)...

Use Case: Combat

Kick

Shoot

Page 52: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com

1) The avatar punches an enemy and causes damage.

What is an enemy?How can I tell if I hit the enemy?What if I don’t hit the enemy?How much damage do I cause?

Page 53: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com

1) The avatar punches an enemy and causes damage.

Enemy = Actor

Damage = State

Page 54: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com

Notes on Enemy

• Enemy is a non-player character

• Enemy will attack the player

• The Player must defeat the enemy

• The player defeats the enemy by reducing its hitpoints to 0

• To reduce the enemy’s hitpoints the player must successfully attack the enemy

Page 55: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com

Player Combat State Machine Diagram

(rev 0.01)

Punch

Idle

[Player presses Punch]

[Punch Complete]

Page 56: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com

Player Combat State Machine Diagram

(rev 0.01)

Punch

Idle

[Player presses Punch]

[Punch Complete]

State

Transition

Guard Condition

Page 57: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com

Punch Enemy

Reduce Enemy HP

Enemy EntersHurt State

Player Combat Activity Diagram (rev 0.01)

Page 58: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com

Punch Enemy

Reduce Enemy HP

Enemy EntersHurt State

Initial Node

Page 59: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com

Punch Enemy

Reduce Enemy HP

Enemy EntersHurt State

Initial Node

Flow

Page 60: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com

Punch Enemy

Reduce Enemy HP

Enemy EntersHurt State

Initial Node

Flow

Activity

Page 61: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com

Punch Enemy

Reduce Enemy HP

Enemy EntersHurt State

Initial Node

Flow

Fork

Activity

Page 62: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com

Punch Enemy

Reduce Enemy HP

Enemy EntersHurt State

Initial Node

Flow

Fork

Activity

Parallel Activities

Page 63: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com

Punch Enemy

Reduce Enemy HP

Enemy EntersHurt State

Initial Node

Flow

Fork

Activity

Join

Parallel Activities

Page 64: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com

Punch Enemy

Reduce Enemy HP

Enemy EntersHurt State

Initial Node

Flow

Fork

Activity

Parallel Activities

Join

Activity final node

Player Combat Activity Diagram (rev 0.01)

Page 65: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com

Punch

Player

Punch: 1) The player punches an enemy and causes damage. 2) Punching an enemy causes it to enter a Hurt state 3)...

Kick: 1)...

Shoot: 1)...

Use Case: Combat

Kick

Shoot

Hurt state

Page 66: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com

Punch Enemy

Reduce Enemy HP

Enemy EntersHurt State

Punch

Idle

[Player presses Punch]

[Punch Complete]

Punch

Avatar

Kick

Shoot

Page 67: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com

Kim Possible: Player Combat Actions Use Case Diagram

Page 68: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com

Kim Possible Jump State Machine Diagram

Page 69: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com

Is Enemy HP 0?

Punch Enemy

Reduce Enemy HP

Enemy EntersHurt State

No

Kill EnemyYes

Page 70: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com

More UML Notation

Decision

Note

<<extends>>Timer

Exception

Use Case

Activity

GeneratingSignal

ReceivingSignal

Page 71: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com

Where does it fit?

Page 72: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com

Concept

Page 73: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com

Designer

Programmer

Game

Page 74: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com

Designer

Programmer

WARNIN

G

Page 75: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com

Use Case

Page 76: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com

• All forms of documents must be maintained

• Impractical to create state machines and activity diagrams for everything

WARNIN

G

Page 77: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com

Don’t be afraid to throw it away

WARNIN

G

Page 78: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com

Complex AI may not play well with UML

WARNIN

G

Page 79: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com

•Removes confusion!•Clarifies Designs!•Scrubs high level to low level!

Page 80: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com

Still not aDoctor

Page 81: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 James Everett james.everett@a2m.com

Resources• Books

– UML Demystified– Elements of UML 2.0 Style– UML Distilled

• Programs– StarUML (free, open source)– Visual Paradigm

• Watch out for ATM examples• www.agilemodeling.com

Contact: [email protected]