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UMD Game Design Club

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Title: UMD Game Design Club


1
UMD Game Design Club
  • website
  • http//www.cis.umassd.edu/u_ddaniels/gdc

2
Goals
  • To provide weekly presentation and coverage of
    game design topics.
  • To provide a place for meeting people who are
    interested in gaming, so that you can work on
    projects, or just have fun playing games together
    (LAN parties etc.)

3
Game Competition
  • The first GDC game competition involves modifying
    an existing 2D platform game to create your own
    unique game.
  • You can edit the
  • images and tiles used in the game
  • edit how the game plays, modify the physics etc.
  • You'll be given 3 weeks to complete your game
    project
  • (2/17/05 3/8/05).
  • You can work in teams or alone on this project.

4
Creating a 2D Platform game
  • Platform games are games in which player runs and
    jumps from platform to platform, avoiding bad
    guys and collecting power ups.
  • To create a platform game you must learn about
  • tile-based maps
  • map files
  • collision detection
  • power-ups
  • bad guys
  • parallax background scrolling

5
Creating a Tile-Based Map
  • A tile-based map is composed of several image
    tiles on a grid.
  • Like creating a game with building blocks
  • Makes it easy to determine what's solid and
    what's empty on the map.
  • See TileMap.java class for details

6
Loading Tile Maps
  • Tile maps can be stored in text files, which can
    contain characters that represent specific tiles.
  • This allows for easy creation and storage of
    levels for your game.
  • See TileMap.loadMap() for details.

7
Drawing Tile Maps
  • Tile Maps are much larger than the screen so only
    a portion is displayed at a time.
  • As the player moves the map scrolls to keep the
    player in the center of the screen

8
Drawing Sprites
  • After the tiles in view are drawn you'll need to
    draw the other sprites (player, power-ups, bad
    guys).
  • Here are some ideas for doing that
  • Partition sprites into screen size sections and
    only draw the ones visible. Make sure as sprites
    move they change to the appropriate partition.
  • Keep list of sprites in order of horizontal
    location, keep drawing until a sprite is not
    visible then all visible sprites would've been
    drawn.
  • Draw every sprite in the current level, every
    refresh.

9
Parallax Scrolling
  • Parallax scrolling is the method of scrolling the
    background image at a slower rate than the map
    scrolls so that it appears farther away.
  • For example clouds in a game scroll slower than
    the rest of the map.
  • Gives a more realistic feel than a static
    background. It gives the game perspective.
  • Could use an image for background, or even
    another tile-map to create more flexible and
    custom backgrounds. Or even use transparency to
    do cool effects.

10
Powerups
  • Powerups are sprites that when the player hits
    them some event occurs.
  • Acquire star, a sound is played.
  • Acquire musical note, drum track toggles on/off
  • Acquire goal power up, proceed to the next level

11
Badguys
  • Bad guys are similar to power ups in that actions
    occur when the player interacts with them.
  • The major difference is that the bad guys have
    their own movement, and can effect the player,
    just as the player can effect them.
  • For example
  • Land on bad guy head, bad guy is killed
  • run into bad guy horizontally, player is killed,
    restart map.
  • Bad guys must have movement patterns so that they
    can patrol the map, either flying up and down, or
    moving left and right until they hit a wall.

12
Collision Detection
  • You need to make sure that the player, and bad
    guys can't walk through the walls.
  • Detecting tile collision
  • see if player or sprite is in the grid location
    of a solid tile, if so correct position.
  • Detecting sprite collision
  • see if player is ontop of a bad guy, or on
    colliding sideways with a bad guy.
  • see if player is on a powerup so that they can
    collect it.
  • Check to see if sprite boundary's intersect if so
    then there is a collision and it must be handled.

13
Ideas to Expand The Game
  • Better collision detection, and handling.
  • Interactive tiles, breakable tiles, open doors,
    adds a puzzle element to the game.
  • walk-thru tiles that could allow users to pass
    into a tube or a cave.
  • better parallax scrolling, transparent
    backgrounds or multi-parallax images.
  • Use different images for different actions, such
    as jumping, dying, collecting power up.
  • More destructive environment, falling rocks,
    bottomless pits.
  • Better map-to-map transitions create a loading
    screen
  • Keep track of powerup collection add a scoring
    element to the game.
  • More bad guys, more levels, different images!

14
Next week
  • Next week we'll discuss
  • People's first impressions of the 2D game, and
    some ideas of projects people would be interested
    in doing for the game competition
  • Possibly have a workshop going more in depth into
    the actual coding details of the 2D game, and
    providing simple exercises to learn about it.
  • Discuss future topics to be covered by the GDC,
    we welcome anyone interested in learning a Game
    Design topic and presenting it to the club.
  • Any project ideas people want to discuss that
    they could use help on.
  • Any future ideas for the GDC, (LAN parties, ski
    trips, pizza parties, DD nights, anything)
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