Upload
jordan-potter
View
420
Download
0
Embed Size (px)
Citation preview
INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN
SOFTWARE DEVELOPMENT
Design process Decide what game you want to make Create a specification of your design
Development process Implement your specification Verify results to make sure it works
Release (yeah!)
INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN
THE TRADITIONAL MODEL
Document extensively; design to specification Design and documents done before coding starts Development follows a specified project timeline
A general software engineering model Often called the waterfall model
Pre-production ReleaseDesign Implement Test
INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN
WATERFALL MODEL
Pre-production
Design
Implement
Test
Release
Cannot start stage untilprevious step finished!
Previous output, the next step inputs
Cannot start stage untilprevious step finished!
Previous output, the next step inputs
INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN
PROBLEM WITH WATERFALL MODEL
Estimating development time Will never accurately estimate time required Development dates will slip; release delayed
Specification will change; many times What if game is not fun in testing? Have to start all over again
Waterfall developers lie about progress
INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN
THE ITERATIVE MODEL
Should be playing 20% into development! This requires prototypes (may be
nondigital)
Pre-production Release
Design
Implement
Test
INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN
SCRUM & AGILE DEVELOPMENT
Iterative model is called agile development Standard model in games industry The most popular agile method is SCRUM
Our approach will be SCRUM-lite Have many features in common with SCRUM But will drop elements not necessary for us
If want more, take Software Engineering
INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN
SCRUM SPRINT (冲刺) Usually a 3-4 week cycle
Sprints in this class are two weeks Work towards a testable deliverable
Sprint Backlog: features to implement Small subset of features for final release Some may be left over from previous sprint
Re-evaluate at the end of every sprint
INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN
SCRUM SPRINT
INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN
ELEMENTS FOR PROCESS MANAGEMENT
Process Activities Tasks and Relationship Time Milestones(accessible) Artifacts(deliverable) Resources Risks(controllable ) Costs & Incomes
Work Breakdown Structure(WBS)
INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN
WORK WITH MICROSOFT PROJECT
INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN
MILESTONES
Suggestions for your sprint backlog Designed to keep the course moving But flexible enough to handle set-backs Can renegotiate if you get seriously behind
Classic Milestones: Design drafts complete Code (Game Engine) Complete Content (Game Levels) Complete Zero Bugs
INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN
MAJOR MILESTONES
Conception Model Nondigital Prototype Gameplay Prototype ( 10 周左右完成,越早越好)
Technical Prototype Alpha (Code Complete) ( 12 周) Beta (Feature Complete) ( 14 - 15 周) Release (Balanced and Tested)
INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN
DOCUMENTATION
Major part of the development process Why course counts for technical writing Ensures group is always on “same page”
At every point of development Pre-production: concept document, gameplay Sprints: reports, architectural specification, wiki Release: manual, game website
INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN
PRE-PRODUCTION: CONCEPT DOCUMENT
Describes the basic idea behind your game Start with a catchy, one-sentence description Convince the reader that your idea is good Communicate the core vision of the game Like pitching a game to a producer for funding
Example Rocket Commander Whitepaper Template (Cornell)
INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN
PRE-PRODUCTION:GAMEPLAY SPECIFICATION
Thorough overview of your gameplay Includes formal elements Can also flesh out characters, setting Designed so someone can join team quickly In the industry, a 10-20 page document(But
yours will be closer to 5 pages)
May change as part of your sprints! Gameplay can always be altered
INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN
DEVELOPMENT: REPORTS
Bi-weekly reports to tracking group progress Outlines the upcoming sprint backlog
Who is going to work on what? Will also reflect on the previous two weeks
Did you meet all the goals mentioned? You are not graded on progress!
Used to give you guidance if stuck (存在问题与解决方案)
Responsibility of the Project Leader
INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN
DEVELOPMENT:ARCHITECTURAL SPECIFICATION
Outline of your software organization Could just be an API of interfaces/stubs Advanced groups may use some UML To distribute tasks to individual programmers
Right form depends on the project Will talk about later in class
Responsibility of the Lead Programmer (Software Architect 架构师 )
INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN
DEVELOPMENT: GAME WIKI
Contains everything about your game Details on characters, objects, weapons, enemies Complete details on game mechanics Complete details on all levels, and all game modes Complete details on the interface Complete details on the setting and backstory.
Update constantly, as game changes constantly Responsibility of everyone
May Be Organized as “Chapter 14” of Fullerton 百汇维基(http://www.baihui.com)
INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN
RELEASE: MARKETING MATERIAL
Will create a game webpage Entice people to download your game Concise description of gameplay Supplemental media: screenshots, video
Will also create a game manual Instructions on how to play the game Story, other material to improve the setting
INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN
Development Process Review
Pre-production Release
Design
Implement
Test
INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN
DEVELOPMENT PROCESS REVIEW
Pre-production to create initial game design Concept document to pitch idea Gameplay specification for complete vision
Sprints develop the game iteratively Playable deliverable every two weeks Reports to track progress and manage backlog Wiki to keep track of major changes in game
design Architectural specification for programming
tasks
Release game with marketing material