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Title: By: Joni Brown


1
By Joni Brown Jen Denicola
  • COSC 471 Spring 2007
  • Professor Jeff Schmitt
  • March 13, 2007

2
Abstract
  • The Sims is a a strategic life simulation
    computer game where you develop a person and/or
    environment from the ground up.
  • In order to keep up the world, the user needs to
    do basic things like controlling the bathing,
    feeding, and social interaction of the people.
  • The Sims was programmed in an object programming
    language called Edith.
  • Behaviors involve a large number of intermediate
    objects.
  • It is the best selling PC game in history

3
Outline
  • A. Overview
  • Creator
  • Origin
  • B. Gameplay
  • 1. User Input
  • 2. Computer Requirements
  • C. Design
  • 1. Programming Language
  • 2. Procedures
  • 3. Objects
  • D. Conclusion
  • E. References

4
The Sims
  • The Sims is a strategic life simulation computer
    game.
  • The game is a simulation of the day-to-day
    activities of one or more virtual people (named
    "Sims") in a suburban household located near
    SimCity.
  • It was first released on January 31, 2000

5
Will Wright
  • The Sims was created by Will Wright
  • He is the co-founder of the game development
    company, Maxis.
  • He is best known as the original designer of
    groundbreaking computer games such as SimCity,
    The Sims and Spore.

6
Origin of The Sims
  • The idea for The Sims is thought to be drawn
    from Will Wright's experience in the 1991 Oakland
    firestorm, when his house and many of his
    possessions were burned down in the fire.
  • As such, Wright was required to move his family
    elsewhere and rebuild his life.
  • These events led to Will's inspiration of
    creating a simulated game about life.

Wikipedia - http//en.wikipedia.org/wiki/The_Sims
7
The Sims
  • Mr. Wright got the idea about this game from his
    development work on SimCity and spent 4.5 years
    working on it.
  • It is distributed by EA Games (which originally
    named it Project X in 1997).

8
The Sims
  • The Sims was published by Maxis and distributed
    by Electronic Arts.
  • It was initially geared towards teenagers.
  • However, over the years, it has become popular
    with kids and adults of all ages.
  • It is also described as a Life Simulation Game,
    or a God Game.

9
The Sims Gameplay
  • Everything from the hairstyle, gender, race,
    style, mood, personality, and location is up to
    the user.
  • The user can also choose what type of environment
    the people are in, such as furniture, paint,
    walls, yard, background, etc. basically, the
    entire world.
  • In order to keep up the world, the user will need
    to do basic things like controlling the bathing,
    feeding, and social interaction of the people.

10
The Sims Gameplay
  • The Sims is so advanced that it is possible for
    the people in the game to deal with floods,
    earthquakes, and even death.
  • To make things interesting, users can exchange
    sims online and watch them interact.

11
The Sims Gameplay
  • Every now and then, sims may go off and do their
    own activities without user input.
  • The major negative about this game is that is a
    single user game. However, EA Games does plan on
    coming out with a multiplayer version of the game
    (if they havent already).

12
The Sims Gameplay
  • The Sims can also be used to make your own Sim.

Brokeback Mountain Sims
Sim of Britney Spears
13
The Sims
  • The Sims follows in the footsteps of the
    long-running series of "Sim" games developed by
    Maxis in the last decade of the 1990s. It takes
    the idea and concept to the next evolutionary
    phase -- controlling actual Sim characters down
    to the lowest level of detail, and their
    interaction with others and their surroundings.
    Michael L. House, All Game Guide

14
Computer Requirements
  • Hard drive with 350 MB min free space
  • 8X CD-ROM (16X recommended)
  • OpenGL v1.1.2 or later (included)
  • Quicktime 4.0 (included)
  • G3 at 233Mhz or faster
  • 64 MB RAM of space
  • MacOS 8.1 or later

15
The Sims Design
  • The Sims was programmed in an object programming
    language called Edith. This language provides a
    virtual machine plus a development environment
    for that virtual machine. This is a screen shot
    of the behavior of turning on a lava lamp

16
The Sims Design
  • Every object has a set of local data and a set of
    behaviors. The local data provides the parameters
    of an object, including pointers (or indexes) to
    other objects it is related to.
  • The set of behaviors consist of a procedure that
    implements it, a procedure that checks to see
    whether or not it is possible, and a set of
    advertisements that describe its properties in
    terms of what need(s) of a Sim it will satisfy.

17
The Sims Design
  • Sims (not under direct player control) choose
    what to do by selecting, from all of the possible
    behaviors in all of the objects, the behavior
    that maximizes their current happiness.
  • Once they choose a behavior, the procedure for
    that behavior (which is part of the object) is
    then run in the thread of the Sim itself, so that
    it has access to that Sims parameters in
    addition to those of its defining environment
    (the object the behavior is from).

18
The Sims Design
  • All interactions between objects occur in this
    way. Sims themselves are just a somewhat more
    elaborate object.
  • Sometimes there are a number of intermediate
    objects to implement behaviors.
  • For instance, Social Interaction is an object
    that is created and used when two Sims interact.

19
The Sims Design
  • Each Sim contains behavior calls for each of the
    possible social interactions (flirt, kiss, etc).
  • When SimSam decides to run the kiss behavior
    (which is in SimMary) an invisible social
    interaction object is created.
  • The execution of SimSams thread is then passed
    into this object (as is SimMarys if shes not
    busy).
  • (Access to the parameters
  • of the chosen Sim is
  • provided through a
  • pointer in the Social
  • Interaction object.)

20
The Sims Design
  • Eating is another example of a behavior that
    involves a large number of intermediate objects,
    basically one per step.
  • Notice that this means objects can be dynamically
    created and destroyed during the execution of a
    behavior.

21
The Sims Design
  • Although the object updates happen in a single
    (underlying processor) thread, animations and
    sounds are executed in another thread,
    asynchronously with Edith-level operations.
  • That is what provides the illusion of
    simultaneous activity in the simulated world.
  • This is also why there is a fair amount of setup
    that must be done when entering a routine that
    uses animation, and careful checking on exit.

22
The Sims Design
  • There are a number of subtleties with animations.
    For instance, when a Sim is taking a shower, it
    doesnt actually enter the shower. Instead, it is
    added to a routing slot of the shower, which
    offsets the location of the animation so that it
    seems that the Sim is in the shower. (Try
    executing another behavior when the Sim is in the
    shower, by editing the Shower Core procedure, and
    youll see teleportation in action.)

23
The Sims Design
  • Implementing a realistic simulated world is far
    from easy.
  • Behaviors are implemented in terms of procedures,
    called trees because of the visual programming
    language that Edith uses.
  • The intent of the visual programming language is
    to make it easier for content developers to
    create objects, and perhaps someday support
    end-user programming.
  • Statements in this visual language are
    represented by boxes.

24
The Sims Design
  • Primitive expressions enable the Edith programmer
    to test, set, and mutate parameters, to run
    animations and play sounds, and do various other
    things. Integer ids are used to refer to
    objects.

25
Conclusion
  • The Sims game has now evolved into many spin offs
    such as The Sims 2, The Sims Life Stories, and
    Sims 2 Pets. In all, the original game has sold
    more than 6.3 million copies, making it the best
    selling PC game in history, and all sim games
    together (7 expansion packs and a sequel) have
    sold more than 70 million copies worldwide.

26
Any Questions?
27
References
  • Forbus, Kenneth D Qualitative Reasoning Group
    Northwestern University . Some Notes on
    Programming Objects in The Sims. From
    http//www.qrg.northwestern.edu/papers/Files/Progr
    amming_Objects_in_The_Sims.pdf
  • Eep2 The Sims. From http//www.tnlc.com/eep/sim
    s/
  • The Sims. From http//sims.wikia.com/wiki/The_Sims
  • The Sims Center. From http//thesimscenter.com/sim
    s/gameinfofor.php?bgkb_id1
  • Peck, Dave. Review The Sims. From
    http//www.macgamer.com/reviews/thesims/thesims.ht
    ml
  • The Sims. From http//thesims.ea.com/us/index.html
    ?menuaboutcontentabout/index.html
  • Wikipedia
  • http//en.wikipedia.org/wiki/The_Sims
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