Unit 71: Object Oriented design for computer games

Concept and principals:

Simplified understanding is an important principle to make it use and understand what the objectives, HUD or/and controls. Having easy to understand or using same standard controls makes it feel more natural and would be easy to play through the game.


Re-usability can be just reusing assets, coding and sounds to safe time and make quicker decisions. This can be reusing a model and changing  the colour of the appearance to another. Or reusing a set coding that is slightly altered to have a different effect.


Maintenance can very from being programming issue to physical one. Sometimes the programming sections need to be altered or completely changed to better perform or wanting to perform a completely different task. The physical parts can be replaced if need to make it easier to allow the computer to perform better overall.


Efficiency is key factor when developing a programme, model or technology. This can be reusing the model, altering programmes and have stronger and much more efficient programme.


Real world modelling, is when copying over existing item/person into a game by simply making a 3D digital version on the computer. 



3D Bush


Real Bush












Collaborating and sharing is good and efficient way to speed of development process that usually take times. By having someone focus one aspect of the game, for example someone can put their effort in creating assets from 3D animation and 3D model. While the other person can focus on writing an efficient and effective coding for the game.


Communication is important in games, as it can be used to convoy messages to the player. This can be done by having simple sentence on screen, having sounds and single that can be understood by the player.


Quality assurance can be done by having Testers to play the game before releasing out to the public. Or Game Developers can using the "Farming" method. "Farming" method is when group of computers are constantly testing, retesting and finding problems in coding, animation or models that the Game Developer can fix before releasing the game to the public.


Game objects:



Sprites are 2D pixelated images that is replaced one by another giving the impression that is moving model, when its just sequenced images playing on after another.



Pixelated Sprites

When designing a characters, especially the main character. It is important to design them in way they are unique or distinct style to that characters. The walls can be invisible wall, an solid object that cannot be seen but can be used to block the player from going. Obviously, this is usually done by making it seem like a crowd or barrier that is blocking.


Invisible wall badly used
An instance is basically a copy of the object that is placed in the room of your game and so, in this way, you would create one wall object and then place 100 instances of it into the room to create your game world.

Rewards are good way to give the player an incentive to continue on playing the game. It can by giving unique object/equipment they wanted to try to earn. This by can be done releasing a weekly or daily challenges for them to complete to gain the said item. But the challenges would need to be enjoyable and not feel like a "grind" or have a repetitive feeling to it. This can be applied to bonuses like completing extra challenges for larger items, which can encourage

Objects properties:

Colour in game is important. As it can have an effect on how enemies, objects, AIs and etc, are perceived. For example red colour can be seen as danger, while blue colour can be seen as a friendly. Size of the objects is simply how big or small it is. Speed is how fast or slow the object moves. Movement is the direction that something moves in; right, left, forward, backwards, up, down and etc. Sounds can be used to alert the player how something happening like a warning sound or level up has happen. Health is simply a track record how much points are left. When the health number reaches zero its game over. When the player runs out of health points, the player can use the lives to reset the health points back to full bar again.


Actions and events:

Real world modelling is creating objects which resemble to something in the real world such as a chair, a table, a water bottle, a barrel, a door etc. However, when it comes to modelling objects to something in the real world, we then assume that we must code that object to work like how it would in the real world. So when it comes to a chair, you would want it to be able to be moved by simply walking into it, you would want it to react to bullets if you shoot it (leave a mark and move it) etc. Although, when it comes to game, you have the choice of whether you want it to follow the rules of how the real world objects would react. 


Inheritance:


A parent in coding refers to an object that has been linked to another object but has more importance or is higher up in the hierarchy which means anything that happens to the parent will also happen to the child. A child in coding refers to an object that has been linked to another object but has less importance or is lower down in the hierarchy which means anything that happens to the parent will also happen to the child. Inherited behaviours and properties are when the parent object is change and it affects the child object whether it be by changing its position, size or what it does. Overriding events is when an event on a child object is overridden by changing an event on a parent object.

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