Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006 - PowerPoint PPT Presentation

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Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006

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Avatar is airborne and cannot jump again -When the avatar ... The Player must defeat the enemy. The player defeats the enemy by reducing its hitpoints to 0 ... – PowerPoint PPT presentation

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Title: Of Stick Figures and Boxes OR Off the Shelf tools For Communicating your Game Design Montreal International Game Summit, 2006


1
Of Stick Figures and BoxesOROff the Shelf
tools For Communicating your Game
DesignMontreal International Game Summit, 2006
James Everett james.everett_at_a2m.com
2
James Everett
3
Game Designer
4
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5
Game Designer
Artificial Mind and Movement
6
Communication
7
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8
Design
Programming
Art
9
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10
(No Transcript)
11
Designers Vision
12
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13
Designers Vision
Desired Game
Programmers Implementation
14
Oh Joy! Oh Rapture!
15
Designers Vision
Desired Game
Programmers Implementation
16
Designer
Desired Game
Programmer
17
Not a Doctor
18
What is the Unified Modeling Language?
19
(No Transcript)
20
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21
History of UML in 30 Seconds or Less
22
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23
???
24
OMG!
  • (Object Modeling Group)

25
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26
1.0
1997
2.0
2004
27
(No Transcript)
28
How does UML work?
29
English
Deutsch
Esperanto
Français
Español
Bosanski
Nihongo
Dansk
30
but not clever
Computers fast,
31
if (Game) !
then
32
PPPPPP
  • Prior
  • Planning
  • Prevents
  • Piss
  • Poor
  • Performance

33
(No Transcript)
34
Stand Avatar waits in idle stand state -Player
can jump from stand Jump Avatar jumps into the
air -After completing Jump the avatar enters the
fall state. Fall Avatar is airborne and cannot
jump again -When the avatar reaches the ground
return to stand
Stand
Fall
Jump
UML
Text
35
(No Transcript)
36
(No Transcript)
37
(No Transcript)
38
(No Transcript)
39
(No Transcript)
40
(No Transcript)
41
Avatar
Player
42
Behavior Diagrams?
Punch Enemy
Stand
Fall
Reduce Enemy HP
Enemy Enters Hurt State
Use Case
Jump
Actor
Use Case Diagram
State Machine Diagram
Activity Diagram
43
Use Case Diagrams
Use Case
Actor
44
Actor
45
ATM
Withdraw
Deposit
Customer
Bank Database
Balance Check
46
GAME
Movement
Combat
Avatar
Enemy
Health
47
and

Actor
Player/avatar
NPC/Enemy
48
Punch
ASSOCIATION
Avatar
ACTOR
GAME
49
Use Case
  1. Use Case specifications
  2. Provide a detailed explanation of use cases
  3. Through text

50
Use Cases arePlayer Centric
51
Use Case Combat
Kick
Punch
Shoot
Avatar
Punch 1) The avatar punches an enemy and
causes damage. 2)... Kick
1)... Shoot 1)...
52
1) The avatar punches an enemy and causes damage.
  • What is an enemy?
  • How can I tell if I hit the enemy?
  • What if I dont hit the enemy?
  • How much damage do I cause?

53
1) The avatar punches an enemy and causes damage.
Enemy Actor
Damage State
54
Notes on Enemy
  • Enemy is a non-player character
  • Enemy will attack the player
  • The Player must defeat the enemy
  • The player defeats the enemy by reducing its
    hitpoints to 0
  • To reduce the enemys hitpoints the player must
    successfully attack the enemy

55
Player Combat State Machine Diagram(rev 0.01)
Punch Complete
Idle
Punch
Player presses Punch
56
Player Combat State Machine Diagram(rev 0.01)
State
Punch Complete
Idle
Transition
Punch
Player presses Punch
Guard Condition
57
Player Combat Activity Diagram (rev 0.01)
Punch Enemy
Reduce Enemy HP
Enemy Enters Hurt State
58
Initial Node
Punch Enemy
Reduce Enemy HP
Enemy Enters Hurt State
59
Initial Node
Flow
Punch Enemy
Reduce Enemy HP
Enemy Enters Hurt State
60
Initial Node
Flow
Punch Enemy
Activity
Reduce Enemy HP
Enemy Enters Hurt State
61
Initial Node
Flow
Punch Enemy
Activity
Fork
Reduce Enemy HP
Enemy Enters Hurt State
62
Initial Node
Flow
Punch Enemy
Activity
Fork
Reduce Enemy HP
Enemy Enters Hurt State
Parallel Activities
63
Initial Node
Flow
Punch Enemy
Activity
Fork
Reduce Enemy HP
Enemy Enters Hurt State
Parallel Activities
Join
64
Player Combat Activity Diagram (rev 0.01)
Initial Node
Flow
Punch Enemy
Activity
Fork
Reduce Enemy HP
Enemy Enters Hurt State
Parallel Activities
Join
Activity final node
65
Use Case Combat
Kick
Punch
Shoot
Player
Punch 1) The player punches an enemy and
causes damage. 2) Punching an enemy causes
it to enter a Hurt state 3)... Kick
1)... Shoot 1)...
Hurt state
66
Kick
Punch
Shoot
Avatar
Punch Enemy
Reduce Enemy HP
Enemy Enters Hurt State
Punch Complete
Idle
Punch
Player presses Punch
67
Kim Possible Player Combat Actions Use Case
Diagram
68
Kim Possible Jump State Machine Diagram
69
Punch Enemy
Reduce Enemy HP
Enemy Enters Hurt State
Yes
Kill Enemy
Is Enemy HP 0?
No
70
More UML Notation
Activity
Generating Signal
Use Case
Receiving Signal
71
Where does it fit?
72
Concept
73
Designer
Game
Programmer
74
WARNING
Designer
Programmer
75
Use Case
76
WARNING
  • All forms of documents must be maintained
  • Impractical to create state machines and activity
    diagrams for everything

77
Dont be afraid to throw it away
WARNING
78
Complex AI may not play well with UML
WARNING
79
  • Removes confusion!
  • Clarifies Designs!
  • Scrubs high level to low level!

80
Still not a Doctor
81
Resources
  • Books
  • UML Demystified
  • Elements of UML 2.0 Style
  • UML Distilled
  • Programs
  • StarUML (free, open source)
  • Visual Paradigm
  • Watch out for ATM examples
  • www.agilemodeling.com

Contact james.everett_at_a2m.com
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