CS 426 Designing the Game Part 1 © Jason Leigh Electronic Visualization Lab, University of Illinois at Chicago Electronic Visualization Laboratory (EVL) University of Illinois at Chicago Know the Player • • • • • Why Do Players Play? What Do Players Expect? Starting a Game Idea Game Design Document Technical Document Electronic Visualization Laboratory (EVL) University of Illinois at Chicago Why Do Players Play? • Players want to HAVE FUN! • Players want a challenge – sense of accomplishment, or adrenaline rush • Players want a dynamic solitaire experience – different from books or movies- interactive. • Players want to socialize – play with friends and strangers over the network; bragging rights • Players want bragging rights- high scores & score comparisons at the end of each multiplayer tournament • Players want an emotional experience – excitement in shooters; fear in horror • Players want to fantasize – do what is not normally possible; become someone else Electronic Visualization Laboratory (EVL) University of Illinois at Chicago What Do Players Expect? • Players Do Not Know What They Really Want, But They Know It When They See It • Expect to be Immersed – suspension of disbelief, ignoring their own surroundings. • Expect a consistent world – same rules should apply everywhere. • Expect to understand the game-world’s bounds – What is possible and not possible in a game. • Expect reasonable solutions to work – ie solutions should not be arbitrary. • Expect Direction – truly free form games do not really exist (yet); players want some notion of a goal. • Expect to accomplish a task incrementally – ie sub-goals present themselves towards the final goal. Electronic Visualization Laboratory (EVL) University of Illinois at Chicago What Do Players Expect? • Expect to Fail - save games are therefore important. • Expect a Fair Chance – multiple levels of difficulty – the game must be at least completable at the easiest level. • Expect to Not Need to Repeat Themselves – repetitions should also include some differences (e.g. different levels of a platformer). • Expect to Not Get Hopelessly Stuck – provide multiple solutions to a problem so that if a user forgot to do something early on in the game, they are not prevented from finishing the game. RPGs are notorious for this. • Expect to Do, Not Watch – do not make cutscenes too long; provide a way to skip through long scenes. Electronic Visualization Laboratory (EVL) University of Illinois at Chicago Players Do Not Know What They Really Want, But They Know It When They See It • Building a game “by-the-numbers” is not enough anymore. • Players expect a unique but at the same time familiar experience. Something to evoke: “That’s @&*$-ing cool!” • E.g. GTA3’s open ended gameplay Electronic Visualization Laboratory (EVL) University of Illinois at Chicago A little survey • From this list choose and rank the top 3 features that are most important to you in order to attract you to plunk down $50 to buy a game. – – – – – – – – – – Good weapons Interactivity Unpredictability Lots of Action Excitement Interesting Story Realistic Graphics Good sound effects Good characters Others- please specify • What type of game player are you: – Casual Player – play arbitrary games now and then – Hobbyist – have many genres of games but not an expert in any one – Hardcore – hobbyist who is an expert in a genre and follows it “religiously” Electronic Visualization Laboratory (EVL) University of Illinois at Chicago 47.5 5.7 0.3 Steve Jones 1162 respondants Name 3 of the most important characteristics of a good game. 0.7 Electronic Visualization Laboratory (EVL) 5 2.2 ct s in te ra ct ivi ty lo ts of ac go t io od n ch ar ac un te rs pr ed ict ab ilit y ex cit em go en od t we ap in on te re s st in g st or y 3.7 ef fe 2.2 so un d 4.6 go od 3.3 % 18 in te ra ct ivi ty lo ts of ac t io go n od ch ar ac te rs un pr ed ict ab ilit y ex cit em en t go od we ap on in s te re st in g st or y 50 45 40 35 30 25 20 15 10 5 0 % re al ist ic go gr ap od hi so cs un d ef fe ct in s te ra ct ivi lo ty ts of ac go t io od n ch ar ac un te pr rs ed ict ab ilit y ex cit em go en od t we in ap te on re s st in g st or y % Survey Sez 14 12 10 8 6 4 2 0 12.2 2.3 11.7 9.7 10 2.6 13.1 8.9 10.5 1 30 15 6.5 0.7 28.1 25 20 11.7 4.2 0 University of Illinois at Chicago Summing up all the frequencies from the 3 tables 600 Frequency 500 400 300 552 514 377 270 200 100 217 158 152 113 65 re al ist ic gr ap hi cs ex cit em en in t te ra ct un ivi pr ty ed ict ab ilit lo y ts of ac go t io od n ch ar ac in te te re rs st go in g od st or so y un d ef fe go ct od s we ap on s 0 Electronic Visualization Laboratory (EVL) University of Illinois at Chicago Basic Steps 1. 2. 3. 4. Brainstorm game idea High level design document – storyboards Technical design document – data structures Develop iterative prototype 1. Game loop 2. Art and code to support desired graphical effects 5. Play testing 1. For correctness 2. For fun-ness 6. Repeat at step 4 or 3 until reach publishing deadline. Tune game. Electronic Visualization Laboratory (EVL) University of Illinois at Chicago Starting a Game Idea • By Gameplay – E.g. “It’s a first-person shooter, like DOOM” • By Story – Tends to occur most often in RPGs or games based on films – e.g. Infocom Adventures, Knights of the Old Republic, Spiderman. – Often stories are created after the gameplay is decided. – E.g. Jedi Knight • By Technology – E.g. Using a game engine like Quake, UnReal would typically suggest a first or third person action/shooter rather than a strategy game. • Because games are real time simulations that play on hardware that has limitations, the brainstorms often need to be constrained by technological capabilities and the abilities of a programming team to develop them. • E.g. Can you put 1000 enemies on the screen at the same time. • E.g. Can you simulate the AI needed to create a compelling computer opponent. Electronic Visualization Laboratory (EVL) University of Illinois at Chicago Documents • Concept / Sales Pitch Document – gameplay explanation, screen mockups, storyboards, description of art style, bios of team members, chosen platform, marketplace, budgets, estimated timelines • Design Document – different from traditional functional spec of say, a Word Processor. There is no way to spec a “winning” game. The game is often tweaked during the course of development. Spec consists of storyboards, backstory, etc. • Technical Design Document – Data structures, AI algorithms, algorithms for implementing graphical elements – like explosions. Electronic Visualization Laboratory (EVL) University of Illinois at Chicago Game Design Document • • • • • • • • • • • Executive summary – the 1 page “big picture” summary – specifies the FOCUS of the game. Game mechanics - how the user reacts to the world. What can the user do in the world? Artificial Intelligence – how the world reacts to the user. How do opponents respond to the users? Game Progression – the events the player experiences. Game levels. What happens when the player finishes a task? What happens when you finish the level? What is different in the next level? Game Elements - Characters, items, objects/mechanisms – elements that are encountered, accessible, at each level of the game. Story – if there is one, the story helps define why certain gameplay elements make sense- e.g. why can the player fly? Script – final execution of the story and cutscenes will require a script. Sound effects – elements in the story that generate sound effects and the sound effects they generate. Background sounds. Menus and interface design – how users control the environment, game dashboard, opening menus, save/load screens, options & cheat screens. Art Bible – sketches and mockups of objects, characters, items. Storyboards – useful in illustrating aspects of the gameplay- e.g. camera angles or layout of game screens; storyboards are absolutely necessary for cutscenes. Electronic Visualization Laboratory (EVL) University of Illinois at Chicago Brainstorm the Gameplay Using Storyboards Electronic Visualization Laboratory (EVL) • Brainstorm the GAMEPLAY! • DO NOT start by brainstorming the opening cutscene of the game. • Draw them by HAND. NOT BY COMPUTER. • Do them FAST. • Let the IDEAS flow. • DO NOT JUDGE the Ideas University of Illinois at Chicago Electronic Visualization Laboratory (EVL) University of Illinois at Chicago Electronic Visualization Laboratory (EVL) University of Illinois at Chicago Electronic Visualization Laboratory (EVL) University of Illinois at Chicago Electronic Visualization Laboratory (EVL) University of Illinois at Chicago Electronic Visualization Laboratory (EVL) University of Illinois at Chicago Electronic Visualization Laboratory (EVL) University of Illinois at Chicago What I Expect from the Final Project • A demo program like what one would typically download from a game web site just before the release of the game. • Demo usually has 1 or 2 game levels that illustrate to the player what the game is like. • It is a mini-game- ie it has a Start, a Middle (the game), and an Ending (usually advertisement- but yours should just let the user restart from the beginning.) • The Demo must run on the GeoWall. • See Jason’s BZBlitz Demo. Electronic Visualization Laboratory (EVL) University of Illinois at Chicago Final Documentation • Web site that contains: – – – – – Introduction Play instructions (with good diagrams/illustrations) Gallery of game play A copy of the design document you created in Assignment 3 Technical documentation: • Finite State Machine diagrams- main loop, NPCs (Non Player Characters) • Data structures used. • Descriptions and illustrations on how graphical effects are implemented – e.g. glowing fireball. • Descriptions of basic AI algorithm. • Descriptions and diagrams of any networking message handshakes used. – Full download of the entire game with source code and .exe file. Electronic Visualization Laboratory (EVL) University of Illinois at Chicago Approaching the Game Design Document 1. 2. 3. Today, go through Game Design Document template and write down what you know or have defined explicitly, and what you still have to define. Prioritize what are the aspects of the game that you will develop. Web site for your company where you will post this design document. a. b. c. d. Intro page with names of all the company members and roles Game design document Software design document Gallery a. b. e. 4. • Early art work Screen snaps as game develops Link to download the game Look at the due date for the 1st prototype presentation and work backwards to come up with a schedule. E.g. – – – – – – – 10/21 – present demo 10/20 – install and test demo on demo machines 10/18 – completed web page document to provide overview of what has been accomplished to-date 10/14 – freeze game prototype capabilities 10/7 – add models 10/1 – build basic game engine to drive tank through space and fire bullets Oh crap- we’re out of time! Electronic Visualization Laboratory (EVL) University of Illinois at Chicago Presentation Schedule for Blitz3D Workshop Group 1 1- Entity Movement Group 2 2 – Entity Animation Group 3 3 – Entity Control & Pivot Group 4 4 – Entity State Group 5 5 - Entity Collision Group 6 6 - Camera Group 7 7 - Surface Group 8 8 - Sprite Group 9 9 - Terrain Group 10 10 – Listener/Audio Sound and Music Electronic Visualization Laboratory (EVL) University of Illinois at Chicago Preparing for Workshop Presentations • Day (s) before class, install your demo program on cs426 local directory including your html document. Rehearse. If you don’t rehearse then your first presentation is your rehearsal and ALL rehearsals are bad and Jason will roast you for it • Link a copy of this on your company’s web site. • 1 hour before class, do tech check of everything. Bring a backup copy just in case. • What to put in HTML document – Outline of the purpose of the feature (ie why is it useful to anyone?) – Explanation of command line parameters – Example source code • The presentation: (You have 15 minutes – 10 minutes to talk and 5 minutes to answer questions) – Present HTML document – 5 minutes – Run demo – 5 minutes – Answer questions – 5 minutes Electronic Visualization Laboratory (EVL) University of Illinois at Chicago
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