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 *
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
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
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
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
How game operates?
What are rules?
How player interact with rules?
How specify rules?
Sound and animation can be part of the game world, characters, …
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
Head
executed by game engine
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
Flowboard – flowchart + storyboard
1. - player role and challenges
9. - camera mode, save, …
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)
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
Entities (üksused)
e.g. character, building, animal, pile of gold, …
Unique object
- e.g.: most adventure game entities (objects)
- e.g.: Avatar
? Wind speed and direction - numeric or symbolic values?
? Factory = production, capacity, stock, …
? Characters = Name, Race, Money, Health,
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)
Something happens
Something changes
Order of actions
Event e.g. Picking up the key will open the door
What conditions apply to events, …?
What conditions apply to object?
Player – actions and rules
IF [condition] then [event] else [ ]
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 ???
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