Software Game Design Issues - PowerPoint PPT Presentation

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Software Game Design Issues

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Examples from 7 games. Towards a data-driven game interface. Network game architecture ... Don't try to be funny: play it straight. Game Software Design ... – PowerPoint PPT presentation

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Title: Software Game Design Issues


1
Software Game Design Issues
  • Peter L. Jackson
  • School of O.R. and I.E.
  • Cornell University

2
What makes for a good game?
  • Fast, fun, and understandable
  • Pleasing to the eye and to the touch
  • Competitive nontrivial but not impossible
  • Social stimulates interaction
  • Relevant connects with the real world
  • Skill-building not pure chance or autoplay

3
Overview
  • Evolution of game software elements a personal
    history
  • Examples from 7 games
  • Towards a data-driven game interface
  • Network game architecture
  • Game software design recommendations
  • Game design recommendations

4
The Mfg. Operations Game
Menu buttons
Text-based screen
Large font
List-limited inputs
5
The Distribution Game
Menu
Simple score
Few inputs
Graphical analysis
Animated pictorial state of system
Multi-purpose screen sections
Button control
6
The Transportation Game
Multiple cascaded screens
Drag and drop interaction
7
Process Optimization
Menu buttons replace menus
Multi-purpose screen sections
High impact art
Diverse inputs with pictorial clues
Graphical analysis
Quick help text line
8
The M.F.D. Pull Game
Animated pictorial state of system
Multi-purpose screen sections
Message line
Quick help text line
Centralized control panel
9
Situations Flavor the Game
The Manufacturing Operations Game
The M.F.D. Pull Game
10
Commercial Game Screen Deadlock
Iconic menu buttons
Pseudo 3-D view with high impact animated art
Multiple screen sections
11
The M.F.D. THRUPUT Game
Pseudo 3-D view with high impact animated art
Graphical analysis from database query
Quick help text line
Query control dialog
Menu button panel
Centralized control and dialog panel
Multi-purpose screen sections
12
The M.F.D. Thruput Game
Cyclical game sequence control
13
The Engineering Factory
Large font status row
Multi-purpose screen sections
Variable size
Menu button panel
High impact art section
Quick help text line
Centralized control and dialog area
Variable size
14
The Engineering Factory
Graphical analysis from database query networks
and multi-level axes
Drill-down list for query control
Multi-purpose screen sections
Centralized dialog panel
15
Situations Flavor the Game
Rich text format document view document stored
in database
3-D rotational view
16
Towards a Data-Driven Game Interface
  • Game components are becoming standard
  • Programming and layout is repetitive
  • Data are coming from relational databases
  • Put component descriptions in database too
  • Databases provide both data and instructions on
    how to display data
  • Graphs, lists, tree lists, dialogs, control
    panels, rich text documents, images
  • Result game interface is more generic

17
Towards a Data-Driven Game Interface
Tables and queries define complex charts
Queries define multi-level indices
Tables define dialogs
18
Network Game Architecture
Server
Game database executes game
Map database describes game
Clients
Clients interact with game database
19
Game Software Design Recommendations
  • Use multi-purpose screen sections
  • Reserve a section for a centralized control panel
    (even if it blocks view)
  • Make next steps obvious eg. cycle
  • Use high impact art
  • Illustrate situations
  • Animate resource states
  • Customize buttons
  • (Hire an artist)
  • Dont try to be funny play it straight

20
Game Software Design Recommendations (contd)
  • Represent state of system pictorially
  • Animate resource state changes
  • Show history in graphical form
  • Display status in large font
  • (for instructor to see)
  • Plan for different screen resolutions
  • Use iconic menu buttons rather than menus
  • Add tool help text (balloons or text line)

21
Game Design Recommendations
  • Identify a small number of decision variables in
    a repetitive decision problem
  • Prefer low-level decision to high-level
  • eg. Next city to visit rather than which TSP
    algorithm to use
  • Flavor the game with situations
  • Break monotony of repetitive problem
  • Illustrate complex problems but treat them as
    exceptions
  • Keep scoring (and tradeoffs) simple

22
(No Transcript)
23
For More Information
  • Web page
  • http///www.orie.cornell.edu/jackson
  • E-mail
  • pj16_at_cornell.edu
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