SlideShare ist ein Scribd-Unternehmen logo
1 von 31
Core Mechanics
Design of Computer Games
Martin Sillaots
Aug 6 2019
#6
Elements of Game Production *
• Gameplay
• Core mechanics
• Game World
• Characters
• Story
• Levels
• UI
Content
• Definition of core mechanics
• Role of core mechanics
• Design of core mechanics
• Elements of core mechanics
Definition of Core Mechanics
• Data and algorithms that describe game rules
and internal operations
• Complete description of rules
Format of Rules
• Paper
– algorithms in design document
– spreadsheet algorithms and data
– paper prototype
• Code
Role of Core Mechanics
• Activate challenges
• Track player actions
• Detect success or failure
• Operate NPC's
• Switch modes
• Proceed with the story
• Operate the internal economy
Design of Core Mechanics
• Structure your game
• Describe resources
• List objects and describe their behavior
• Define relationships between objects
• Define events and processes related with objects
• Define conditions to objects and events
• Global mechanics - operate through entire game
Game Structure
• What is the player going to do? *
• Flowboard of the game structure
• List of gameplay modes
• General outline of the story
• List characters
• General plans for each level
• Progression of the levels
• Victory or loss conditions
• Non-gameplay actions *
e.g. Structure of Time Mesh WW2 Paris Scene
Resources
• Object types
• Materials and quantities
• Changes during the game
• e.g. gold, ammunition, water, popularity, …
• Rules, how they will be:
– created
– used
– traded
– destroyed
Internal Economy of the Game
• Source - give birth to resources
• Drain - define consumption of resources
• Converter – turn one resource to another
• Trader - trading goods between player and game
• Producers - for making resources
• Tangible Resource - e.g. ammunition
• Intangible Resource - e.g. money (in business
simulation)
Objects
• Instance of resource
• State of an object - attribute (on / off)
• Simple objects - specified by single value
• Composite objects - combination of values
• Unique object - only one object per type
• Numeric objects - initial quantity and range of
possible values
• Symbolic objects - initial state and list of possible
states
Object Examples
• Wind speed and direction
• Factory
• Characters
• Vehicle
• Inventory
Type Name Description
Background Eiffel Square 1400x350
Background Top of Eiffel 750x350
Background Street Right 750x350
Background Street Left 750x350 Gold color
Background Cafe 750x350 Cest la vie
Background Cafe Basement 750x350
Character Rex Spy, French, Red herring (location seller)
Character Gruber Soldier, German, careless (Eiffel square)
Character Geering Soldier, German, careless (Eiffel square)
Character Strohm Colonel, German, greedy (Right street) animation
Character Rene cafe owner, French, food, radio, food ticket, (Cafe)
Character Alfonse ex-banker, French, starving, watch (Eiffel square)
Character LeClerc French, connected with Rex, riddle1, Cross (Top of Eiffel)
Character Michelle resistance, French (Right street) animation
Character Jannet no roll, French (Top of Eiffel)
Character Pierre no roll, French (Top of Eiffel)
Character Francois no roll, French (Cafe)
Character Gustave painter, French (Left Street) Painting animation
Object Motorcycle sidecar, German army 1940, (Location of Radio) (Eiffel square)
Object Golden watch belongs to Alfonse (Eiffel square)
Object Radio in motorcycle sidecar (Eiffel square)
Object Chicken leg from Rene (Cafe)
Object Bucket of golden color left street (Left Street)
Object Croix de Lorraine LeClerc (Top of Eiffel)
Object Newspaper no function (Cafe)
Object Cafe tables inside and outside (Cafe)
e.g. Time Mesh WW2 Paris Game Objects
Relationships
• Relationships among objects
• Value of one object depends on value of other
object
• Numeric relationships - arithmetic operations
• Symbolic relationships - states and relations
• e.g. Level goes up when XP's are collected
Events and Processes
• Event - specific change triggered by condition
• Process - sequence of events
Conditions
• What affect object?
– Events
– Processes
– Relationships
• What events are affected by the object?
– What causes an event?
– What starts (finish) an process?
• What the object can do by itself (AI)?
• What can player do with the object?
e.g. Time Mesh WW2 Paris Relations and Conditions
C
Eiffel Square
Top of Eiffel
Right Street
Left Street
Cafe
Cafe Basement
C
e.g. Time Mesh WW2 Paris Relations and Conditions
C
Painter
Spy Soldiers
Officer
Barman
Prisoner
Ex Banker
Member of Resistance
C
C
Global Mechanics
• Pause, save, ...
• Loss conditions - same for all levels
Core Mechanics and Gameplay
• Passive Challenges – don’t need special rules
• Active Challenges - objects and rules are needed
• Player actions trigger mechanics
• Actions attached by data
Example
Design of Core Mechanics for EcoHous game
tinyurl.com/ecohousegame
Game
000.raxsade.com/ecohouse
Current Situation
Possible Targets
• Average new building – 120 000
• Low energy building – 80 000
• Passive house standard – 15 000
List of Objects
Rules
=Data!D$20+Data!D$29+Data!D$35+Data!D$41+Data!D$47-400
Energy loss through:
Windows - 0
Walls - 3000
Floor - 3000
Ceiling - 3000
Ventilation - 0
Guidelines of Core Mechanics Design
• Simplicity
• Generalize
• Not everything perfect on paper
• Suitable level of detail
Mission # 6
Core Mechanics
Core Mechanics Mission Details
• Design your game core mechanics:
– List of game resources (if relevant)
– List of game objects and attributes
– Relationships between objects
– Events and processes
– Conditions to events and procedures
– Internal economy of the game (if relevant)
• ALL teams have a chance to present their core
mechanics
Core Mechanics

Weitere ähnliche Inhalte

Was ist angesagt?

Game Monetisation and Marketing
Game Monetisation and MarketingGame Monetisation and Marketing
Game Monetisation and MarketingMartin Sillaots
 
Level design for games
Level design for gamesLevel design for games
Level design for gamesJayyes
 
Introduction to Level Design
Introduction to Level DesignIntroduction to Level Design
Introduction to Level DesignRico Lemba
 
Introduction to Game Design
Introduction to Game DesignIntroduction to Game Design
Introduction to Game DesignMartin Sillaots
 
First step of researching game development
First step of researching game developmentFirst step of researching game development
First step of researching game developmentVincent Clyde
 
Ai on video games
Ai on video gamesAi on video games
Ai on video gamesFaria Priya
 
GAME 3400 Level Design - Introduction
GAME 3400 Level Design - IntroductionGAME 3400 Level Design - Introduction
GAME 3400 Level Design - IntroductionSeth Sivak
 
Computer Games - Character Design - Stereotypes
Computer Games - Character Design - StereotypesComputer Games - Character Design - Stereotypes
Computer Games - Character Design - StereotypesAndrew Ryan
 
98 374 Lesson 01-slides
98 374 Lesson 01-slides98 374 Lesson 01-slides
98 374 Lesson 01-slidesTracie King
 
Game elements
Game elementsGame elements
Game elementsaealey
 
Designing SimCity BuildIt │Petri Ikonen
Designing SimCity BuildIt │Petri IkonenDesigning SimCity BuildIt │Petri Ikonen
Designing SimCity BuildIt │Petri IkonenJessica Tams
 
98 374 Lesson 06-slides
98 374 Lesson 06-slides98 374 Lesson 06-slides
98 374 Lesson 06-slidesTracie King
 
Introduction To 3D Gaming
Introduction To 3D GamingIntroduction To 3D Gaming
Introduction To 3D GamingClint Edmonson
 

Was ist angesagt? (20)

Game Design Process
Game Design ProcessGame Design Process
Game Design Process
 
Documents
DocumentsDocuments
Documents
 
Game Monetisation and Marketing
Game Monetisation and MarketingGame Monetisation and Marketing
Game Monetisation and Marketing
 
Game Idea
Game IdeaGame Idea
Game Idea
 
Level design for games
Level design for gamesLevel design for games
Level design for games
 
Level design
Level designLevel design
Level design
 
Introduction to Level Design
Introduction to Level DesignIntroduction to Level Design
Introduction to Level Design
 
Game designdocs
Game designdocsGame designdocs
Game designdocs
 
Introduction to Game Design
Introduction to Game DesignIntroduction to Game Design
Introduction to Game Design
 
First step of researching game development
First step of researching game developmentFirst step of researching game development
First step of researching game development
 
Ai on video games
Ai on video gamesAi on video games
Ai on video games
 
GAME 3400 Level Design - Introduction
GAME 3400 Level Design - IntroductionGAME 3400 Level Design - Introduction
GAME 3400 Level Design - Introduction
 
Computer Games - Character Design - Stereotypes
Computer Games - Character Design - StereotypesComputer Games - Character Design - Stereotypes
Computer Games - Character Design - Stereotypes
 
98 374 Lesson 01-slides
98 374 Lesson 01-slides98 374 Lesson 01-slides
98 374 Lesson 01-slides
 
3D Games
3D Games3D Games
3D Games
 
Game elements
Game elementsGame elements
Game elements
 
Designing SimCity BuildIt │Petri Ikonen
Designing SimCity BuildIt │Petri IkonenDesigning SimCity BuildIt │Petri Ikonen
Designing SimCity BuildIt │Petri Ikonen
 
2 Ga Ppt
2 Ga Ppt2 Ga Ppt
2 Ga Ppt
 
98 374 Lesson 06-slides
98 374 Lesson 06-slides98 374 Lesson 06-slides
98 374 Lesson 06-slides
 
Introduction To 3D Gaming
Introduction To 3D GamingIntroduction To 3D Gaming
Introduction To 3D Gaming
 

Ähnlich wie Core Mechanics

F# in social gaming
F# in social gamingF# in social gaming
F# in social gamingYan Cui
 
GDC 2010 - A Dynamic Component Architecture for High Performance Gameplay - M...
GDC 2010 - A Dynamic Component Architecture for High Performance Gameplay - M...GDC 2010 - A Dynamic Component Architecture for High Performance Gameplay - M...
GDC 2010 - A Dynamic Component Architecture for High Performance Gameplay - M...Terrance Cohen
 
Game object models - Game Engine Architecture
Game object models - Game Engine ArchitectureGame object models - Game Engine Architecture
Game object models - Game Engine ArchitectureShawn Presser
 
Supersize Your Production Pipe
Supersize Your Production PipeSupersize Your Production Pipe
Supersize Your Production Pipeslantsixgames
 
Strategy Games - Introduction
Strategy Games - IntroductionStrategy Games - Introduction
Strategy Games - IntroductionDaniel Volk
 
Embracing a Taxonomy of Types to Simplify Machine Learning with Leah McGuire
Embracing a Taxonomy of Types to Simplify Machine Learning with Leah McGuireEmbracing a Taxonomy of Types to Simplify Machine Learning with Leah McGuire
Embracing a Taxonomy of Types to Simplify Machine Learning with Leah McGuireDatabricks
 
OpenXcell Studio Webinar: From Concept to Development - How Does Mobile Game ...
OpenXcell Studio Webinar: From Concept to Development - How Does Mobile Game ...OpenXcell Studio Webinar: From Concept to Development - How Does Mobile Game ...
OpenXcell Studio Webinar: From Concept to Development - How Does Mobile Game ...Jayneel Patel
 

Ähnlich wie Core Mechanics (7)

F# in social gaming
F# in social gamingF# in social gaming
F# in social gaming
 
GDC 2010 - A Dynamic Component Architecture for High Performance Gameplay - M...
GDC 2010 - A Dynamic Component Architecture for High Performance Gameplay - M...GDC 2010 - A Dynamic Component Architecture for High Performance Gameplay - M...
GDC 2010 - A Dynamic Component Architecture for High Performance Gameplay - M...
 
Game object models - Game Engine Architecture
Game object models - Game Engine ArchitectureGame object models - Game Engine Architecture
Game object models - Game Engine Architecture
 
Supersize Your Production Pipe
Supersize Your Production PipeSupersize Your Production Pipe
Supersize Your Production Pipe
 
Strategy Games - Introduction
Strategy Games - IntroductionStrategy Games - Introduction
Strategy Games - Introduction
 
Embracing a Taxonomy of Types to Simplify Machine Learning with Leah McGuire
Embracing a Taxonomy of Types to Simplify Machine Learning with Leah McGuireEmbracing a Taxonomy of Types to Simplify Machine Learning with Leah McGuire
Embracing a Taxonomy of Types to Simplify Machine Learning with Leah McGuire
 
OpenXcell Studio Webinar: From Concept to Development - How Does Mobile Game ...
OpenXcell Studio Webinar: From Concept to Development - How Does Mobile Game ...OpenXcell Studio Webinar: From Concept to Development - How Does Mobile Game ...
OpenXcell Studio Webinar: From Concept to Development - How Does Mobile Game ...
 

Mehr von Martin Sillaots

Mehr von Martin Sillaots (17)

eAdventureEN
eAdventureENeAdventureEN
eAdventureEN
 
Characters
CharactersCharacters
Characters
 
Game World
Game WorldGame World
Game World
 
Project Closing
Project ClosingProject Closing
Project Closing
 
Project Control
Project ControlProject Control
Project Control
 
Project Execution
Project ExecutionProject Execution
Project Execution
 
Project Plan Presentation Example
Project Plan Presentation ExampleProject Plan Presentation Example
Project Plan Presentation Example
 
Project Integration Management
Project Integration ManagementProject Integration Management
Project Integration Management
 
Project Risk Management
Project Risk ManagementProject Risk Management
Project Risk Management
 
Project Procurement Planning
Project Procurement PlanningProject Procurement Planning
Project Procurement Planning
 
Project Cost Management
Project Cost ManagementProject Cost Management
Project Cost Management
 
Project Communication Management
Project Communication ManagementProject Communication Management
Project Communication Management
 
Project Resource Management
Project Resource ManagementProject Resource Management
Project Resource Management
 
Project Time Management
Project Time ManagementProject Time Management
Project Time Management
 
Project Quality Management
Project Quality ManagementProject Quality Management
Project Quality Management
 
Project Scope Management
Project Scope ManagementProject Scope Management
Project Scope Management
 
Project Initiation
Project InitiationProject Initiation
Project Initiation
 

Kürzlich hochgeladen

Unit-V; Pricing (Pharma Marketing Management).pptx
Unit-V; Pricing (Pharma Marketing Management).pptxUnit-V; Pricing (Pharma Marketing Management).pptx
Unit-V; Pricing (Pharma Marketing Management).pptxVishalSingh1417
 
An Overview of Mutual Funds Bcom Project.pdf
An Overview of Mutual Funds Bcom Project.pdfAn Overview of Mutual Funds Bcom Project.pdf
An Overview of Mutual Funds Bcom Project.pdfSanaAli374401
 
Key note speaker Neum_Admir Softic_ENG.pdf
Key note speaker Neum_Admir Softic_ENG.pdfKey note speaker Neum_Admir Softic_ENG.pdf
Key note speaker Neum_Admir Softic_ENG.pdfAdmir Softic
 
Mixin Classes in Odoo 17 How to Extend Models Using Mixin Classes
Mixin Classes in Odoo 17  How to Extend Models Using Mixin ClassesMixin Classes in Odoo 17  How to Extend Models Using Mixin Classes
Mixin Classes in Odoo 17 How to Extend Models Using Mixin ClassesCeline George
 
Russian Escort Service in Delhi 11k Hotel Foreigner Russian Call Girls in Delhi
Russian Escort Service in Delhi 11k Hotel Foreigner Russian Call Girls in DelhiRussian Escort Service in Delhi 11k Hotel Foreigner Russian Call Girls in Delhi
Russian Escort Service in Delhi 11k Hotel Foreigner Russian Call Girls in Delhikauryashika82
 
Sports & Fitness Value Added Course FY..
Sports & Fitness Value Added Course FY..Sports & Fitness Value Added Course FY..
Sports & Fitness Value Added Course FY..Disha Kariya
 
Measures of Central Tendency: Mean, Median and Mode
Measures of Central Tendency: Mean, Median and ModeMeasures of Central Tendency: Mean, Median and Mode
Measures of Central Tendency: Mean, Median and ModeThiyagu K
 
Grant Readiness 101 TechSoup and Remy Consulting
Grant Readiness 101 TechSoup and Remy ConsultingGrant Readiness 101 TechSoup and Remy Consulting
Grant Readiness 101 TechSoup and Remy ConsultingTechSoup
 
Advanced Views - Calendar View in Odoo 17
Advanced Views - Calendar View in Odoo 17Advanced Views - Calendar View in Odoo 17
Advanced Views - Calendar View in Odoo 17Celine George
 
SECOND SEMESTER TOPIC COVERAGE SY 2023-2024 Trends, Networks, and Critical Th...
SECOND SEMESTER TOPIC COVERAGE SY 2023-2024 Trends, Networks, and Critical Th...SECOND SEMESTER TOPIC COVERAGE SY 2023-2024 Trends, Networks, and Critical Th...
SECOND SEMESTER TOPIC COVERAGE SY 2023-2024 Trends, Networks, and Critical Th...KokoStevan
 
SOCIAL AND HISTORICAL CONTEXT - LFTVD.pptx
SOCIAL AND HISTORICAL CONTEXT - LFTVD.pptxSOCIAL AND HISTORICAL CONTEXT - LFTVD.pptx
SOCIAL AND HISTORICAL CONTEXT - LFTVD.pptxiammrhaywood
 
Explore beautiful and ugly buildings. Mathematics helps us create beautiful d...
Explore beautiful and ugly buildings. Mathematics helps us create beautiful d...Explore beautiful and ugly buildings. Mathematics helps us create beautiful d...
Explore beautiful and ugly buildings. Mathematics helps us create beautiful d...christianmathematics
 
Nutritional Needs Presentation - HLTH 104
Nutritional Needs Presentation - HLTH 104Nutritional Needs Presentation - HLTH 104
Nutritional Needs Presentation - HLTH 104misteraugie
 
PROCESS RECORDING FORMAT.docx
PROCESS      RECORDING        FORMAT.docxPROCESS      RECORDING        FORMAT.docx
PROCESS RECORDING FORMAT.docxPoojaSen20
 
Z Score,T Score, Percential Rank and Box Plot Graph
Z Score,T Score, Percential Rank and Box Plot GraphZ Score,T Score, Percential Rank and Box Plot Graph
Z Score,T Score, Percential Rank and Box Plot GraphThiyagu K
 
1029 - Danh muc Sach Giao Khoa 10 . pdf
1029 -  Danh muc Sach Giao Khoa 10 . pdf1029 -  Danh muc Sach Giao Khoa 10 . pdf
1029 - Danh muc Sach Giao Khoa 10 . pdfQucHHunhnh
 
Introduction to Nonprofit Accounting: The Basics
Introduction to Nonprofit Accounting: The BasicsIntroduction to Nonprofit Accounting: The Basics
Introduction to Nonprofit Accounting: The BasicsTechSoup
 

Kürzlich hochgeladen (20)

Unit-V; Pricing (Pharma Marketing Management).pptx
Unit-V; Pricing (Pharma Marketing Management).pptxUnit-V; Pricing (Pharma Marketing Management).pptx
Unit-V; Pricing (Pharma Marketing Management).pptx
 
An Overview of Mutual Funds Bcom Project.pdf
An Overview of Mutual Funds Bcom Project.pdfAn Overview of Mutual Funds Bcom Project.pdf
An Overview of Mutual Funds Bcom Project.pdf
 
Key note speaker Neum_Admir Softic_ENG.pdf
Key note speaker Neum_Admir Softic_ENG.pdfKey note speaker Neum_Admir Softic_ENG.pdf
Key note speaker Neum_Admir Softic_ENG.pdf
 
Mehran University Newsletter Vol-X, Issue-I, 2024
Mehran University Newsletter Vol-X, Issue-I, 2024Mehran University Newsletter Vol-X, Issue-I, 2024
Mehran University Newsletter Vol-X, Issue-I, 2024
 
Mixin Classes in Odoo 17 How to Extend Models Using Mixin Classes
Mixin Classes in Odoo 17  How to Extend Models Using Mixin ClassesMixin Classes in Odoo 17  How to Extend Models Using Mixin Classes
Mixin Classes in Odoo 17 How to Extend Models Using Mixin Classes
 
Russian Escort Service in Delhi 11k Hotel Foreigner Russian Call Girls in Delhi
Russian Escort Service in Delhi 11k Hotel Foreigner Russian Call Girls in DelhiRussian Escort Service in Delhi 11k Hotel Foreigner Russian Call Girls in Delhi
Russian Escort Service in Delhi 11k Hotel Foreigner Russian Call Girls in Delhi
 
Sports & Fitness Value Added Course FY..
Sports & Fitness Value Added Course FY..Sports & Fitness Value Added Course FY..
Sports & Fitness Value Added Course FY..
 
Measures of Central Tendency: Mean, Median and Mode
Measures of Central Tendency: Mean, Median and ModeMeasures of Central Tendency: Mean, Median and Mode
Measures of Central Tendency: Mean, Median and Mode
 
Grant Readiness 101 TechSoup and Remy Consulting
Grant Readiness 101 TechSoup and Remy ConsultingGrant Readiness 101 TechSoup and Remy Consulting
Grant Readiness 101 TechSoup and Remy Consulting
 
Advanced Views - Calendar View in Odoo 17
Advanced Views - Calendar View in Odoo 17Advanced Views - Calendar View in Odoo 17
Advanced Views - Calendar View in Odoo 17
 
SECOND SEMESTER TOPIC COVERAGE SY 2023-2024 Trends, Networks, and Critical Th...
SECOND SEMESTER TOPIC COVERAGE SY 2023-2024 Trends, Networks, and Critical Th...SECOND SEMESTER TOPIC COVERAGE SY 2023-2024 Trends, Networks, and Critical Th...
SECOND SEMESTER TOPIC COVERAGE SY 2023-2024 Trends, Networks, and Critical Th...
 
SOCIAL AND HISTORICAL CONTEXT - LFTVD.pptx
SOCIAL AND HISTORICAL CONTEXT - LFTVD.pptxSOCIAL AND HISTORICAL CONTEXT - LFTVD.pptx
SOCIAL AND HISTORICAL CONTEXT - LFTVD.pptx
 
Mattingly "AI & Prompt Design: Structured Data, Assistants, & RAG"
Mattingly "AI & Prompt Design: Structured Data, Assistants, & RAG"Mattingly "AI & Prompt Design: Structured Data, Assistants, & RAG"
Mattingly "AI & Prompt Design: Structured Data, Assistants, & RAG"
 
Explore beautiful and ugly buildings. Mathematics helps us create beautiful d...
Explore beautiful and ugly buildings. Mathematics helps us create beautiful d...Explore beautiful and ugly buildings. Mathematics helps us create beautiful d...
Explore beautiful and ugly buildings. Mathematics helps us create beautiful d...
 
Nutritional Needs Presentation - HLTH 104
Nutritional Needs Presentation - HLTH 104Nutritional Needs Presentation - HLTH 104
Nutritional Needs Presentation - HLTH 104
 
PROCESS RECORDING FORMAT.docx
PROCESS      RECORDING        FORMAT.docxPROCESS      RECORDING        FORMAT.docx
PROCESS RECORDING FORMAT.docx
 
INDIA QUIZ 2024 RLAC DELHI UNIVERSITY.pptx
INDIA QUIZ 2024 RLAC DELHI UNIVERSITY.pptxINDIA QUIZ 2024 RLAC DELHI UNIVERSITY.pptx
INDIA QUIZ 2024 RLAC DELHI UNIVERSITY.pptx
 
Z Score,T Score, Percential Rank and Box Plot Graph
Z Score,T Score, Percential Rank and Box Plot GraphZ Score,T Score, Percential Rank and Box Plot Graph
Z Score,T Score, Percential Rank and Box Plot Graph
 
1029 - Danh muc Sach Giao Khoa 10 . pdf
1029 -  Danh muc Sach Giao Khoa 10 . pdf1029 -  Danh muc Sach Giao Khoa 10 . pdf
1029 - Danh muc Sach Giao Khoa 10 . pdf
 
Introduction to Nonprofit Accounting: The Basics
Introduction to Nonprofit Accounting: The BasicsIntroduction to Nonprofit Accounting: The Basics
Introduction to Nonprofit Accounting: The Basics
 

Core Mechanics

  • 1. Core Mechanics Design of Computer Games Martin Sillaots Aug 6 2019 #6
  • 2. Elements of Game Production * • Gameplay • Core mechanics • Game World • Characters • Story • Levels • UI
  • 3. Content • Definition of core mechanics • Role of core mechanics • Design of core mechanics • Elements of core mechanics
  • 4. Definition of Core Mechanics • Data and algorithms that describe game rules and internal operations • Complete description of rules
  • 5. Format of Rules • Paper – algorithms in design document – spreadsheet algorithms and data – paper prototype • Code
  • 6. Role of Core Mechanics • Activate challenges • Track player actions • Detect success or failure • Operate NPC's • Switch modes • Proceed with the story • Operate the internal economy
  • 7. Design of Core Mechanics • Structure your game • Describe resources • List objects and describe their behavior • Define relationships between objects • Define events and processes related with objects • Define conditions to objects and events • Global mechanics - operate through entire game
  • 8. Game Structure • What is the player going to do? * • Flowboard of the game structure • List of gameplay modes • General outline of the story • List characters • General plans for each level • Progression of the levels • Victory or loss conditions • Non-gameplay actions *
  • 9. e.g. Structure of Time Mesh WW2 Paris Scene
  • 10. Resources • Object types • Materials and quantities • Changes during the game • e.g. gold, ammunition, water, popularity, … • Rules, how they will be: – created – used – traded – destroyed
  • 11. Internal Economy of the Game • Source - give birth to resources • Drain - define consumption of resources • Converter – turn one resource to another • Trader - trading goods between player and game • Producers - for making resources • Tangible Resource - e.g. ammunition • Intangible Resource - e.g. money (in business simulation)
  • 12. Objects • Instance of resource • State of an object - attribute (on / off) • Simple objects - specified by single value • Composite objects - combination of values • Unique object - only one object per type • Numeric objects - initial quantity and range of possible values • Symbolic objects - initial state and list of possible states
  • 13. Object Examples • Wind speed and direction • Factory • Characters • Vehicle • Inventory
  • 14. Type Name Description Background Eiffel Square 1400x350 Background Top of Eiffel 750x350 Background Street Right 750x350 Background Street Left 750x350 Gold color Background Cafe 750x350 Cest la vie Background Cafe Basement 750x350 Character Rex Spy, French, Red herring (location seller) Character Gruber Soldier, German, careless (Eiffel square) Character Geering Soldier, German, careless (Eiffel square) Character Strohm Colonel, German, greedy (Right street) animation Character Rene cafe owner, French, food, radio, food ticket, (Cafe) Character Alfonse ex-banker, French, starving, watch (Eiffel square) Character LeClerc French, connected with Rex, riddle1, Cross (Top of Eiffel) Character Michelle resistance, French (Right street) animation Character Jannet no roll, French (Top of Eiffel) Character Pierre no roll, French (Top of Eiffel) Character Francois no roll, French (Cafe) Character Gustave painter, French (Left Street) Painting animation Object Motorcycle sidecar, German army 1940, (Location of Radio) (Eiffel square) Object Golden watch belongs to Alfonse (Eiffel square) Object Radio in motorcycle sidecar (Eiffel square) Object Chicken leg from Rene (Cafe) Object Bucket of golden color left street (Left Street) Object Croix de Lorraine LeClerc (Top of Eiffel) Object Newspaper no function (Cafe) Object Cafe tables inside and outside (Cafe) e.g. Time Mesh WW2 Paris Game Objects
  • 15. Relationships • Relationships among objects • Value of one object depends on value of other object • Numeric relationships - arithmetic operations • Symbolic relationships - states and relations • e.g. Level goes up when XP's are collected
  • 16. Events and Processes • Event - specific change triggered by condition • Process - sequence of events
  • 17. Conditions • What affect object? – Events – Processes – Relationships • What events are affected by the object? – What causes an event? – What starts (finish) an process? • What the object can do by itself (AI)? • What can player do with the object?
  • 18. e.g. Time Mesh WW2 Paris Relations and Conditions C Eiffel Square Top of Eiffel Right Street Left Street Cafe Cafe Basement C
  • 19. e.g. Time Mesh WW2 Paris Relations and Conditions C Painter Spy Soldiers Officer Barman Prisoner Ex Banker Member of Resistance C C
  • 20. Global Mechanics • Pause, save, ... • Loss conditions - same for all levels
  • 21. Core Mechanics and Gameplay • Passive Challenges – don’t need special rules • Active Challenges - objects and rules are needed • Player actions trigger mechanics • Actions attached by data
  • 22. Example Design of Core Mechanics for EcoHous game tinyurl.com/ecohousegame
  • 25. Possible Targets • Average new building – 120 000 • Low energy building – 80 000 • Passive house standard – 15 000
  • 27. Rules =Data!D$20+Data!D$29+Data!D$35+Data!D$41+Data!D$47-400 Energy loss through: Windows - 0 Walls - 3000 Floor - 3000 Ceiling - 3000 Ventilation - 0
  • 28. Guidelines of Core Mechanics Design • Simplicity • Generalize • Not everything perfect on paper • Suitable level of detail
  • 29. Mission # 6 Core Mechanics
  • 30. Core Mechanics Mission Details • Design your game core mechanics: – List of game resources (if relevant) – List of game objects and attributes – Relationships between objects – Events and processes – Conditions to events and procedures – Internal economy of the game (if relevant) • ALL teams have a chance to present their core mechanics

Hinweis der Redaktion

  1. How game operates? What are rules? How player interact with rules? How specify rules?
  2. Sound and animation can be part of the game world, characters, …
  3. algorithms … when … if … so precise that programmers can start coding them e.g. written rules of board came is not enough for turning it to computer game
  4. Head executed by game engine
  5. Active challenges - related with rules, not passive ones Track player actions - implement effect on game world Detect success or failure - apply consequences Operate NPC's Switch modes Proceed with the story - send triggers to the storytelling engine Operate the internal economy - how the player create, distribute and use goods
  6. Flowboard – flowchart + storyboard 1. - player role and challenges 9. - camera mode, save, …
  7. numeric entities games that don’t deal in numeric quantities don’t have resources (only symbolic entities) internal economy - System where resources or entities are produced, consumed and exchanged Rules: Created Source - spawn points E.g.: eggs, interest payment Production Mechanism - Buildings, characters, devices that gather resources (Command & Conquer) E.g. Harvester Used - Converter - E.g. Windmill converts grain to flour one-to-one, bags per minute (Settlers) Trader - Change of ownership. Making profit. Bargaining feature Destroyed - Drain - E.g.: Shooting a gun drains ammunition E.g.: breakdown of facilities (if not repaired)
  8. System where resources or entities are produced, consumed and exchanged AI rules are not part of internal economy Rules: Source - spawn points E.g.: eggs, interest payment Drain - E.g.: Shooting a gun drains ammunition E.g.: breakdown of facilities (if not repaired) Converter - E.g. Windmill converts grain to flour one-to-one, bags per minute (Settlers Trader - Change of ownership. Making profit. Bargaining feature Production Mechanism - Buildings, characters, devices that gather resources (Command & Conquer) E.g. Harvester
  9. Entities (üksused) e.g. character, building, animal, pile of gold, … Unique object - e.g.: most adventure game entities (objects) - e.g.: Avatar
  10. ? Wind speed and direction - numeric or symbolic values? ? Factory = production, capacity, stock, … ? Characters = Name, Race, Money, Health,
  11. mathematic equation or watching levels from the table Numeric relationships e.g.: 50 breads = 1 sack of flour + 1 bucket of water the heart of internal economy Symbolic relationships Define states for symbols Relations among states (without equations) Mostly Binary state - flag e.g.: avatar has entered to the room Can be related with numeric values e.g.: Wind directions (still no equations)
  12. Something happens Something changes Order of actions Event e.g. Picking up the key will open the door
  13. What conditions apply to events, …? What conditions apply to object? Player – actions and rules IF [condition] then [event] else [ ]
  14. Implementing challenges Implementing player actions Passive Challenges e.g.: Wall - obstacle as challenge - no need for an object (wall) - no need for rules for challenge (climbing) - need to design event after challenge - avatar location attribute is changing Active Challenges e.g.: Puzzle for unlocking the door - objects and rules for puzzle e.g.: Enemy, combat - rules (core mechanics) define characteristics of AI - same NPC can be used several times Player actions trigger mechanics Rules (mechanics) that implement each action - initiate event - start / stop process Actions accompanied by data Object stores additional data from UI ???
  15. Simplicity smaller number of rules simple games are easier to play variety of content (not rules, same rules) E.g.: Monopoly - same rule - transfer money. Variety - different reasons Generalize find similar patterns in rules Not everything perfect on paper not possible to get everything perfect on paper iteration Draft prototype change mechanics that don't work as expected on prototype Right level of detail balance between design and developing time spent for planning and execution less familiar mechanics should be described in more details