CRITICAL THINKING AND ARGUMENTATION IN SOFTWARE ENGINEERING PATTERNS IN GAME DESIGN, CH. 5 MIKKO...

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Transcript of CRITICAL THINKING AND ARGUMENTATION IN SOFTWARE ENGINEERING PATTERNS IN GAME DESIGN, CH. 5 MIKKO...

CRITICAL THINKING AND ARGUMENTATION IN SOFTWARE ENGINEERINGPATTERNS IN GAME DESIGN, CH. 5

MIKKO TURUNEN, 0326796

CONTENTS

• Game Worlds

• Objects

• Abstract Objects

• Locations

GAME WORLDS

• Game world is determined by the spatial relationships of the game elements.

• Types: Continuous & Discrete

• Spatial categories

• Reticular

• Linear (1D)

• 2D

• 3D

GAME WORLDS

• Reconfigurable Game Worlds

• Rules, Attributes & Layout

• Levels

• Themes, Objects, Layout & Difficulty

• Consistent Reality Logic

LOCATIONS

• Points

• Goal, Save & Spawn Points

• Areas

• Inaccessible Areas, Safe Havens

• Locations

• Resource & Strategic Locations

CHARACTER OBJECTS

• Avatars

• Units

• Mule

• Enemies

• Boss Monsters

• Helpers

• Ghosts

ENHANCEMENT OBJECTS

• Pick-Ups

• Power-Ups

• Tools

• Chargers

STATIC OBJECTS

• Controllers

• Buttons

• Obstacles

• Deadly Traps

INFORMATION OBJECTS

• Alarms

• Clues

• Extra-Game Info

• Traces

ABSTRACT OBJECTS

• Book-Keeping Tokens

• Score

• High Score Lists

• Lives

• Cameras

CARD GAMES

• Cards

• Card Hands

• Drawing Stacks

• Discard Piles

QUESTIONS

• What kind of a game world would be continuous and reticular?

• Is there any additional objects not listed in the book/CD?