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Evaluating Processing as a Platform for Game Prototyping

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Evaluating Processing as a Platform for Game Prototyping

  1. 1. Evaluating  Processing  as  a     Platform  for  Game  Prototyping   Daniel  Volk   28.03.2011  
  2. 2. Agenda     •  Part  I  –  Game  Prototyping   •  What  is  a  Game?   •  Why  Game  Prototyping?   •  Part  II  –  Processing   •  What  is  Processing?   •  How  to  use  Processing?   •  Part  III  –  Game  Prototype   •  An  Example  
  3. 3. Part  I  –  Game  Prototyping   •  What  is  Play?   •  [Play  is]  ...  „a  free  ac8vity  standing                               quite  consciously  outside  „ordinary“                                   life  as  being  „not  serious“,  but  at  the                           same  Lme  absorbing  the  player               intensely  and  uMerly.     •  It  is  an  acLvity  connected  with  no  material  interest,  and  no  profit   can  be  gained  by  it.  It  proceeds  within  its  own  proper  boundaries   of  8me  and  space  according  to  fixed  rules  and  in  an  orderly   manner.“  [Johan  Huizinga]   •  The  Magic  Circle   •  Game  Space   •  Game  Time   (                                      )   ...  primarily  true  for  games  ...   the  real  world   the  ficLonal  game  world  
  4. 4. Part  I  –  Game  Prototyping   •  What  is  Play?   •  Play  is  free  –  would  otherwise  loose  quality  as  diversion   •  Play  is  separate  –  described  by  limits  of  space  and  Lme   •  Play  is  uncertain  –  course  and  results  are  not  known  beforehand   •  Play  is  unproduc8ve  –  creates  no  wealth  or  goods   •  Play  is  governed  by  rules  –  a  new  legislaLon  is  established   •  Play  is  make-­‐believe  –  it  creates  a  reality,  different  of  real  life   •  Components  of  play   •  Agon  (≈  compe88on)   •  Alea  (≈  chance)   •  Illinx  (≈  frenzy)   •  Mimikry  (≈  masquerade)     [Roger  Caillois]  
  5. 5. Part  I  –  Game  Prototyping   •  What  is  a  Game?   •  Games  can  be  the  origin  of  play.     •  „Reduced  to  its  formal  essence,  a  game                                         is  an  ac8vity  among  two  or  more                               independent  decision-­‐makers  seeking  to  achieve  their  objec8ves   in  some  limi8ng  context.  A  more  convenLonal  definiLon  would   say  that  a  game  is  a  context  with  rules  among  adversaries  trying   to  win  objecLves.“  [Clark  C.  Abt]   •  „A  game  is  a  form  of  art  in  which  parLcipants,  termed  players,   make  decisions  in  order  to  manage  resources  through  game   tokens  in  pursuit  of  a  goal.“  [Greg  CosLkyan]  
  6. 6. Part  I  –  Game  Prototyping   •  What  is  a  Game?   •  „Games  are  rule-­‐based“   •  „Games  have  variying  endings,  with  different  numbers  assignable   to  a  specific  outcome“   •  „The  different  potenLal  outcomes  of  the  games  are  assigned   different  values,  some  posiLve  and  some  negaLv“   •  „The  player  exerts  effort  in  order  to  influence  the  outcome“   •  „The  player  is  emo8onally  aLached  to  the  outcome  of  the  game“   •  „The  same  game  (≈  rules)  can  be  played  with  or  without  real-­‐ world  consequences“   [Jesper  Juul]  
  7. 7. Part  I  –  Game  Prototyping   player(s)   game  token(s)   game  space   game  8me   game  rules   ac8vity   game  goals   compe88on   decisions   1:0   outcome   challenge   aLachment   consequences  
  8. 8. Part  I  –  Game  Prototyping   •  Game  Rules   •  DifferenLaLon   •  (Game)world  rules   •  Rules  define  the  boundaries  and  behaviour  of  the  world  containing  the   player  (or  his  avatar)  –  the  infrastructure  upon  which  the  game  exists   •  Non-­‐digital  gameworld  rules  are  typically  defined  by  the  specs  of  the  real   world,  digital  games  need  to  be  defined  at  first   •  Example  (non-­‐digital):  the  level  of  gravity  in  a  soccer  game  (g  =  9.81  m/s2)   •  Example  (digital):  the  types  of  interacLons  possible  within  the  gameworld   •  Gameplay  rules   •  Rules  define  the  possibility  space  seman8cally  relevant  for  the  game   •  Example  (non-­‐digital):  a  ball  that  crosses  the  goal  line  increases  the  score   •  Example  (digital):  the  number  of  lives  a  jump‘n‘run  character  has   ...  also  generic  mulLverses  like     SecondLife  implement  this  category     of  „game“  rules    
  9. 9. Part  I  –  Game  Prototyping   •  Game  Rules   •  Basics   •  Game  rules  give  games  structure   •  Game  rules  need  to  be  unambiguous  and  repeatable   •  Game  rules  need  to  be  fixed  and  binding   •  Game  rules  need  to  be  balanced   •  Understandings   •  Game  rules  are  limita8ons   •  Rules  define  obstacles  that  impose  challenges  to  the  player     •  Example:  a  field  player  in  soccer  is  not  allowed  to  use  his  hands   •  Game  rules  are  opportuni8es   •  Rules  define  possible  ac8ons  that  offer  choices  to  the  player     •  Example:  you  can  try  to  provoke  the  opposing  player  using  his  hands   ...  e.g.  sensorimotor  challenges  in  soccer     (which  are  especially  interesLng,  since     conflict  is  involved)  
  10. 10. Part  I  –  Game  Prototyping   •  Game  Rules   •  Levels   •  Opera8onal  rules   •  Are  visible  on  the  surface  (e.g.  in  form  of  a  rule-­‐set)   •  Are  procedurally  formalized  by  instruc8ons/constraints   •  Are  more  precise  (specific  for  one  game)   •  Cons8tua8ve  rules   •  Lie  hidden  underneath  the  surface   •  Are  descrip8vely  formalized  by            a  finite  state  machine   •  Are  more  abstract              (specific  for  a  class  of  games)   •  Implicit  rules   •  Are  surrounding  rules  that  are  defined  by  the  player  community   •  Are  typically  unwriLen  and  ojen  conveyed  outside  the  game  
  11. 11. Part  I  –  Game  Prototyping   •  Game  Rules   •  General  approaches   •  Games  of  Emergence   •  The  gameplay  challenges  emerge  in  parallel  from  a  set  of  simple  (first-­‐ order),  interacLng  rules  (which  generates  a  wide  decision  tree)   •  Is  typically  build  around  a  strong  simulaLve  core   •  Games  of  Progression   •  Gameplay  challenges  are  constructed  serially,  by  way  of  special  case   (second-­‐order)  rules  (which  generates  a  narrow  decision  tree)   •  Is  typically  build  upon  a  strong  narraLve  backbone   •  Gameplay   •  The  player  is  challenged  by  obstacles  while  working  towards  the   goals  (and  their  rewards);  to  overcome  the  obstacles  he  makes   choices  about  the  right  acLons,  interacts  with  the  game  accordingly   and  in  doing  so  he  unfolds  the  gameplay   ...follows  the  principle  of     „easy  to  learn,  difficult  to  master“  
  12. 12. Part  I  –  Game  Prototyping   •  What  is  a  Videogame?   •  „A  videogame  is  a  game  which  we  play  thanks  to  an  audiovisual   apparatus  and  which  can  be  based  on  a  story“  [Nicolas  Esposito]  (                                                            )   ...  although  true  for  classic  games  ...   a  ficLonal  virtual  world   the  ficLonal  game  world   the  Magic  Circle   Remember  the     (Game)world  rules?   Remember  the     Gameplay  rules?   the  real  world   can  be  an  abstracLon  of  
  13. 13. Part  I  –  Game  Prototyping   •  Interac8vity   •  „Just  as  the  schwerpunkt  of  computers  is  processing,  so  too  the   schwerpunkt  of  all  sojware  is  interac8vity  –  and  this  goes  double   for  games.“   •  InteracLvity  is  „a  cyclic  process  in  which  two  ac8ve  agents   alternaLvely  (and  metaphorically)  listen,  think,  and  speak.“   [Chris  Crawford]   Think   Think   Speak  Speak   Listen   Listen   Human-­‐Computer-­‐   Interac8on        barrier   ...is  a  higher-­‐level  concept     compared  to  interac8on!  
  14. 14. Part  I  –  Game  Prototyping   •  High  interac8vity   •  High-­‐quality  listening   •  How  wide  is  the  range  of  (inter)ac8on  op8ons  offered  to  the  player?   •  High-­‐quality  thinking   •  How  complex  is  the  set  of  algorithms  (process  intensity)  executed   by  the  game  in  response  to  the  players  input?   •  High-­‐quality  speaking   •  How  strong  is  the  expressiveness  (the  more  sophisLcated  the   answer,  the  beMer  –  representaLon  is  secondary)  of  the  game‘s   reacLon?     •  Core  Game  Mechanic   •  Every  game  is  designed  around  a  main  ac8vity  (cf.  „Jump‘n‘Run“)   •  This  acLvity  is  very  sensi8ve  to  interac8on  deficiencies   •  It  primarily  defines  the  level  of  interac8vity   ...in  a  way  similar  to  the  concept  of     entropy  (cf.  informaLon  theory)  
  15. 15. Part  I  –  Game  Prototyping   •  Reasons  for  prototyping   •  Game  rules  are  best  defined  using  boLom-­‐up  strategies  (quite   ojen  interesLng  features  are  discovered  just  on  the  fly)   •  The  same  holds  true  for  game  interac8vity  (direct  result  of  rules)   •  This  is  especially  true  for  games  of  emergence  (restricLng  to  first-­‐ order  rules  means  provoking  second-­‐order  design  challenges)   •  Game  balance  is  best  achieved  by  playing  and  refining  the  game   •  The  same  holds  true  for  game  interac8on  (fine-­‐tuning  using  a   running  prototype  is  especially  important  for  core  mechanics)   •  This  all  assumes  creaLng  a  playable  prototype  fastest  possible  
  16. 16. Part  I  –  Game  Prototyping   •  A  model  for  itera8ve  game  development   •  Phases   •  Concept   •  Goal:  generate  ideas   •  Tool:  gameplay  sketching   •  Pre-­‐Produc8on   •  Goal:  concreLze  ideas   •  Tool:  gameplay  prototyping   •  Produc8on   •  Goal:  implement/refine  ideas   •  Tool:  evoluLonary  development   •  QA   •  Goal:  evaluate/  refine  ideas   •  Tool:  evoluLonary  development   •  Origin   •  USC  InteracLve  Media  Division  (2003)   [Tracy  Fullerton]  
  17. 17. Part  I  –  Game  Prototyping   •  The  spiral  model  of  soXware  development   [Barry  Boehm]   Exchange  width  by  depth   •  Reduce  design  opLons   •  Increase  prototype  scope  
  18. 18. Part  I  –  Game  Prototyping   •  Prototype  categories  (contentual  disLncLon)   •  Game  design  focus   •  The  prototype  is  built  around  a  game  design  issue   •  Technology  focus   •  The  prototype  is  build  around  a  technical  issue   •  Prototype  categories  (goal  disLncLon)   •  Generate  ideas  (sketching)   •  A  sketch  is  used  to  explore  the  design  space,  rise  ques8ons  about   various  opLons  and  propose  specific  selecLons   •  ConcreLze/  Refine  ideas  (prototyping)   •  A  prototype  is  used  to  refine  a  concrete  design  choice,  answer   quesLons  that  arose  while  trying  out  opLons  and  test  selecLons  that   have  been  made  
  19. 19. Part  I  –  Game  Prototyping   •  Prototype  categories  (structural  disLncLon)   •  Horizontal  prototype   •  Realizes  just  specific  levels  of  the  system  desired  and  concentrates   on  singular  aspects  that  need  evaluaLon  (e.g.  the  GUI)   •  VerLcal  prototype   •  Realizes  a  properly  func8onal  itera8on  of  the  system  desired  that   cuts  through  all  levels  of  the  system  but  limits  funcLonality   considerably  (e.g.  the  first  game  level)   •  Prototype  categories  (life  cycle  disLncLon)   •  Throw-­‐away  prototype   •  The  prototype  is  just  built  to  demonstrate  a  specific  aspect  or  to   answer  a  concrete  ques8on  that  arose  while  development   •  Pilot  system   •  The  prototype  represents  a  preliminary  version  of  the  aspired   product  and  is  base  for  further  development  iteraLons  
  20. 20. Part  I  –  Game  Prototyping   •  Technical  Requirements   •  A  good  prototyping  environment   •  facilitates  a  shallow  learning  curve   •  allows  for  fast  itera8ons   •  provides  verLcal  scalability                                       (at  least  to  a  certain  degree)   •  This  is  typically  accomplished,  if  the  environment   •  sets  the  right  focus  (animaLon/  simulaLon/  media)   •  contains  examples  and  snippets   •  provides  reusable  components   •  offers  a  supporLng  framework   •  Is  sourrounded  by  helpful  tools  
  21. 21. Agenda     •  Part  I  –  Game  Prototyping   •  What  is  a  Game?   •  Why  Game  Prototyping?   •  Part  II  –  Processing   •  What  is  Processing?   •  How  to  use  Processing?   •  Part  III  –  Game  Prototype   •  An  Example  
  22. 22. Part  II  –  Processing   „Processing  is  an  open  source  programming  language  and   environment  for  people  who  want  to  create  images,   anima8ons,  and  interac8ons“  [www.processing.org]  
  23. 23. Part  II  –  Processing   •  Some  examples...  
  24. 24. Part  II  –  Processing   •  The  Programming  Language   •  Built  on  top  of  Java   •  Is  strictly  typed   •  Has  classes  and  inheritance   •  The  mandatory  Hello  World  example:   •  println("Hello World!"); •  Supports  three  modes  of  programming   •  Basic  (just  one  method  body)   •  Con8nuous  (setup()  and  looped  draw()  as  core)   •  Java  (well,  it‘s  just  naLve  Java...  J)   •  Can  be  exported  (compiled)  to  different  languages!  
  25. 25. Part  II  –  Processing   •  The  Programming  Environment   •  Processing  Development  Environment  (PDE)  is  bundled                         (Pro-­‐users  can  also  replace  it  by  Eclipse)   •  Provides  basic  funcLonality  and  is  easy  to  use   •  Contains  examples  and  snippets   •  Exports  Applets  and  applicaLons   •  Contains  a  basic  set  of  supporLng  tools   •  Can  be  extended  by  external  tools                 (provides  an  extension  mechanism)  
  26. 26. Part  II  –  Processing   •  The  Programming  Interface   •  Is  focused  on  Data  Visualiza8on   •  Can  do  2D  and  3D  (both  can  be  done  HW-­‐accelerated!)   •  Contains  a  bunch  of  globally-­‐accessible  funcLons  for  doing   standard  work  (very  flat  API)   •  The  real  Hello  World  example:   •  textFont(loadFont("Dialog-16.vlw"), 16); •  text("Hello World!", 10, 20); •  Some  addiLonal  libraries  included  (Audio,  Video,  Network,  ...)   •  Lots  of  external  libraries  available  (Hardware,    SimulaLon,  ...)     (provides  an  extension  interface)  
  27. 27. Part  II  –  Processing   •  Program  and  Control  Structures   •  The  same  as  in  Java   •  Data  Types   •  Nearly  the  same  as  in  Java  (e.g.,  color,  ...)   •  AddiLonal  helper  methods  for  handling  (e.g.,  Strings,  Arrays,  ...)   •  Math   •  Operators  are  the  same  as  in  Java   •  Methods  for  CalculaLon  (ceil(),  dist(),  constrain(),  norm(),  ...)   •  Methods  for  Trigonometry  (sin(),  cos(),  degrees(),  radians(),  ...)   •  Methods  for  Random  Sampling  (random(),  noise(),  ...)   •  PVector  as  datatype  for  two-­‐  or  three-­‐dimensional  vectors  
  28. 28. Part  II  –  Processing   •  Input   •  Mouse  (e.g.,  mousePressed(),  mouseReleased(),  ...)   •  Keyboard  (e.g.,  keyPressed(),  keyReleased(),  ...)   •  File  (e.g.,  loadBytes(),  loadString(),  ...)   •  Output   •  Text/  Image  (e.g.,  println(),  saveFrame(),  ...)   •  File  (e.g.,  saveStream(),  saveBytes(),  saveString(),  ...)   •  Environmental  Control   •  Controls  for  seqngs  (e.g.,  size(),  cursor(),  pushStyle(),  ...)   •  Controls  for  main  loop  (e.g.,  frameRate(),  noLoop(),  redraw(),  ...)  
  29. 29. Part  II  –  Processing   •  Basic  2D  Drawing   •  2D  PrimiLves  (e.g.,  point(),  line(),  ellipse(),  rect(),  ...)   •  Curves  (e.g.,  arc(),  curve(),  bezier(),  ...)   •  AMributes  (e.g.,  fill(),  stroke(),  smooth(),  color(),  ...)   •  PShape  as  datatype  for  handling  SVG  shapes   •  Basic  3D  Drawing   •  3D  PrimiLves  (e.g.,  sphere(),  box(),  ...)   •  Lights  (e.g.,  ambientLight(),  pointLight(),  spotLight(),  ...)   •  Materials  (e.g.,  ambient(),  emissive(),  shininess(),  specular(),  ...)   •  Camera  (e.g.,  camera(),  frustum(),  ortho(),  ...)  
  30. 30. Part  II  –  Processing   •  Advanced  2D/  3D  Drawing   •  Vertex  Handling  (e.g.,  beginShape(),  vertex(),  texture(),  ...)   •  TransformaLons  (e.g.,  pushMatrix(),  translate(),  rotate(),  ...)   •  Images   •  Handling  (e.g.,  image(),  imageMode(),  Lnt(),  ...)   •  Pixel  Handling  (e.g.,  loadPixels(),  filter(),  blend(),  ...)   •  PImage  as  datatype  for  handling  GIF,  JPG,  TGA  and  PNG  images   •  PGraphics  as  datatype  for  the  main  rendering  context   •  Typography   •  Handling  (e.g.,  loadFont(),  textFont(),  text(),  ...)   •  AMributes  (e.g.,  textMode(),  textSize(),  textAlign(),  ...)   •  PFont  as  datatype  for  pixel-­‐based  VLW  fonts  
  31. 31. Agenda     •  Part  I  –  Game  Prototyping   •  What  is  a  Game?   •  Why  Game  Prototyping?   •  Part  II  –  Processing   •  What  is  Processing?   •  How  to  use  Processing?   •  Part  III  –  Game  Prototype   •  An  Example  
  32. 32. Part  III  –  Game  Prototype   •  Core  Game  Mechanics   •  Avoid  geqng  hit  by  incoming  objects   •  TaMer  objects  by  using  effector   •  Opera8onal  Rules   •  Avatar  health  is  restricted  (obstacle)   •  Different  objects  with  different  behaviour  (choice)   •  Effectors  are  restricted  in  some  way  (obstacle/  choice)   •  Different  effectors  are  available  (choice)   •  Movement  of  avatar  is  restricted  to  screen  (obstacle)   •  Player  tries  to  survive  as  long  as  possible  (main  goal)   •  Player  tries  to  survive  certain  amount  of  Lme  (intermediate  goal);    is  then  offered  new  effector  opLons  (reward)   •  Interac8on   •  Player  controls  avatar  by  keyboard-­‐mouse-­‐combinaLon   (→  game  Lme)   (→  game  space)   (→  game  category)  
  33. 33. Part  III  –  Game  Prototype   •  Prototype  I  –  „Birth  of  an  avatar“   •  Type:   •  Horizontal  throw-­‐away  (technology)   •  Focus:     •  InteracLon  with  player  avatar   •  Goals:   •  Show  simple  avatar  representaLon   •  Move  avatar  using  keyboard  (a,w,s,d)-­‐keys   •  Evalua8on   •  OK:   •  Indirect  steering  works  beMer   •  Playing  with  inerLa  feels  good  -­‐>  use  acceleraLon/  space  theme?   •  NOK:   •  Movement  needs  to  be  restricted  to  screen   •  Velocity  needs  to  be  restricted  to  reasonable  limit   •  MulLple-­‐key  movement  doesn‘t  work  properly  yet  
  34. 34. Part  III  –  Game  Prototype   •  Prototype  II  –  „Aiming  at  bad  objects“   •  Type:   •  Horizontal  throw-­‐away  (technology)   •  Focus:     •  InteracLon  with  player  avatar   •  Goals:   •  Show  simple  avatar  and  effector  representaLon   •  Aim  effector  using  mouse   •  Evalua8on   •  OK:   •  Approach  will  do   •  Using  translaLons  works  well   •  NOK:   •  Loosing  mouse  focus  interrupts  experience   •  Crosshairs  mouse  cursor  would  improve  game  feeling  
  35. 35. Part  III  –  Game  Prototype   •  Prototype  III  –  „Ready  for  take  off“   •  Type:   •  Horizontal  pilot  (technology)   •  Focus:     •  InteracLon  with  player  avatar   •  Goals:   •  Combine  Prototype  I  and  II   •  Remedy  current  NOKs/  Do  simple  code  refactorings   •  Evalua8on   •  OK:   •  Approach  will  do   •  Movement  restricLon  should  be  part  of  gameplay   •  NOK:   •  Loosing  mouse  focus  interrupts  experience  
  36. 36. Part  III  –  Game  Prototype   •  Prototype  IV  –  „Emissions  all  around“   •  Type:   •  Horizontal  throw-­‐away  (technology)   •  Focus:     •  InteracLon  with  player  avatar   •  Goals:   •  Show  representaLon  of  effector  emissions   •  Provide  basic  emission  behavior   •  Launch  emissions  using  mouse   •  Evalua8on   •  OK:   •  Approach  will  do   •  NOK:   •  Emissions  discharge  it  too  staLc  (add  random  factor)   •  Emissions  lifeLme  is  too  staLc  (add  random  factor)  
  37. 37. Part  III  –  Game  Prototype   •  Prototype  V  –  „Avatar,  trigger-­‐happy“   •  Type:   •  Horizontal  pilot  (technology)   •  Focus:     •  InteracLon  with  player  avatar   •  Goals:   •  Combine  Prototype  III  and  IV   •  Remedy  current  NOKs/  Do  simple  code  refactorings   •  Evalua8on   •  OK:   •  Approach  will  do   •  Implemented  emiMer  might  work  best  as  short  distance  type   •  NOK:   •  Emission  rate  shouldn‘t  depend  on  framerate   •  Emission  should  be  restricted  to  lej  mouse  buMon  
  38. 38. Part  III  –  Game  Prototype   •  Prototype  VI  –  „Bad  objects  on  the  move“   •  Type:   •  Horizontal  throw-­‐away  (technology)   •  Focus:     •  InteracLon  with  game  objects   •  Goals:   •  Show  representaLon  of  bad  objects   •  Provide  basic  bad-­‐object  behavior  (hunLng  mouse)   •  Evalua8on   •  OK:   •  Approach  will  do   •  NOK:   •  IniLal  direcLon  of  bad  objects  has  to  be  set   •  Bad  Objects  need  to  be  different  -­‐>  classes  of  objects?  
  39. 39. Part  III  –  Game  Prototype   •  Prototype  VII  –  „The  (make  believe)  witch  hunt“   •  Type:   •  VerLcal  pilot  (game  design/  technology)   •  Focus:     •  InteracLon  with  player  avatar/  InteracLon  with  game  objects   •  Goals:   •  Combine  Prototype  V  and  VI     •  Remedy  current  NOKs/  Do  simple  code  refactorings   •  Colorize  game  world   •  Evalua8on   •  OK:   •  Approach  will  do   •  NOK:   •  Swarm-­‐behavior  is  too  predictable  yet   •  Annoying  flickering  -­‐>  double  buffering  enabled?   •  Input-­‐handling  should  be  centralized  
  40. 40. Part  III  –  Game  Prototype   •  Prototype  VIII  –  „Hit  ´em“   •  Type:   •  Horizontal  throw-­‐away  (technology)   •  Focus:     •  InteracLon  with  game  objects   •  Goals:   •  Provide  basic  object-­‐to-­‐object  collision-­‐detecLon   •  Provide  simple  collision-­‐handling   •  Evalua8on   •  OK:   •  Approach  will  do   •  NOK:   •  Number  of  collision  checks  probably  need  to  be  restricted   •  Style  of  collision-­‐handling  needs  to  be  improved  
  41. 41. Part  III  –  Game  Prototype   •  Prototype  IX  –  „The  (serious)  witch  hunt  “   •  Type:   •  VerLcal  pilot  (game  design/  technology)   •  Focus:     •  InteracLon  with  player  avatar/  InteracLon  with  game  objects   •  Goals:   •  Combine  Prototype  VII  and  VIII     •  Remedy  current  NOKs/  Do  simple  code  refactorings   •  Add  simple  gameplay  behavior   •  Evalua8on   •  OK:   •  Approach  will  do   •  NOK:   •  Add  visual  feedback  when  hiqng  bad  objects   •  Add  player  health  and  points  
  42. 42. Part  III  –  Game  Prototype   •  Prototype  X  –  „A  delicate  liMle  gameplay  plant“   •  Type:   •  VerLcal  pilot  (game  design)   •  Focus:     •  Gameplay  Improvements   •  Goals:   •  Remedy  current  NOKs/  Do  simple  code  refactorings   •  Enrich  gameplay  behavior/  Add  game  states   •  Evalua8on   •  OK:   •  Approach  will  do   •  NOK:   •  Add  audio  component  to  the  game   •  Add  different  bad  object  types  
  43. 43. Part  I  –  Game  Prototyping   •  Technical  Evalua8on   •  A  good  prototyping  environment   •  facilitates  a  shallow  learning  curve   •  allows  for  fast  itera8ons   •  provides  verLcal  scalability                                       (at  least  to  a  certain  degree)   •  This  is  typically  accomplished,  if  the  environment   •  sets  the  right  focus  (animaLon/  simulaLon/  media)   •  contains  examples  and  snippets   •  provides  reusable  components   •  offers  a  supporLng  framework   •  Is  sourrounded  by  helpful  tools  

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