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MIC 305 Interactive Entertainment Systems

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Title: MIC 305 Interactive Entertainment Systems


1
MIC 305Interactive Entertainment Systems
  • Introduction to the module

2
Objectives
  • At the end of this lecture you should
  • Be able to describe the main themes covered by
    the module
  • Have an overview of the requirements of the
    module
  • Be able to describe the main features of the the
    Interactive Media Industry
  • Be able to describe developments in Microsoft
    VB.NET including programming for mobile devices

3
Introduction to the module
  • This module will give you the skills to programme
    small and medium-sized multimedia games in VB
    2005 (VB.NET) and DirectX9 and to evaluate the
    advantages and disadvantages of different
    platforms, games' genres and market needs. The
    theory and practical work are well-matched and
    the group project will involve evaluative study
    of the market to help you decide on your system
    and working in a group to scope, design and
    implement your game.

4
Schedule
5
Continued
6
RECOMMENDED BOOKS
  • Essential text
  • Zak, D.(2007) Microsoft Visual Basic 2005
    Reloaded, 2nd edition, Thompson
  • This is a very useful book. There are some major
    changes from 2003 to 2005 (particularly with
    database connection) so this book gives the most
    up-to-date code examples and programming
    principles in a very accessible way. A bonus is
    the examples are mostly small game applications.
  • Weller, D, Santos Lobao, A and E. Hatton, (2004)
    Beginning .NET Game programming in VB.NET (this
    is essential, it covers DirectX 9 as well as
    VB.NET game programming)

7
Recommended
  • Wei-Meng Lee (2004) .NET Compact Framework Pocket
    Guide. O'Reilly
  • Oxland. K (2004) Gameplay and design Addison
    Wesley (Chapter 20 covers design
  • documentation)
  • Tagliaferri, M. (2003) Learn VB.NET through Game
    Programming, Apress.ISBN 1-59059-
  • 114-3 (No CD but code is downloadable from a
    website. Good on OO programming
  • concepts.
  • Miller, T. (2003) Managed Directx 9 Graphics and
    Game Programming (useful for those with a C
    background)

8
Development platform
  • Visual Basic 2005

9
Defining the Interactive Media and Computer Games
Constituency(http//www.skillset.org/games/busine
ss/article_4456_1.asp)
  • The interactive media sector is hard to define
  • This is partly because it is changing so rapidly
    partly because it overlaps with, and draws on the
    skills of, numerous other sectors and partly
    because it is, in many ways, not so much an
    industry as a discipline that is increasingly
    becoming part of everyday activity across all
    sectors of industry.
  • It is also the case that there is a mismatch with
    traditional classifications of industry, which
    are not adequate to describe the interactive
    media sector.

10
Definitions
  • Creators those businesses, organisations,
    departments and individuals that create
    interactive media products as their primary
    activity
  • Enablers those businesses that provide
    infrastructure, technologies or services to
    support the creation and deployment of
    interactive media products
  • Clients those organisations or departments that
    commission or use interactive media products as
    part of a wider set of activities (where those
    organisations have in-house interactive media
    departments or divisions, we would consider those
    departments to fall into the 'creators' category
    above)
  • End-users the individuals who ultimately
    purchase or experience interactive media
    products.

11
What is interactive media used for?
  • Interactive media products are used for
  • Business-to-business communications and
    transactions such as e-procurement, supply-chain
    integration, customer relationship management and
    business publishing
  • Business-to-consumer communications and
    transactions such as e-commerce, information and
    publishing
  • Consumer-to-consumer communications such as
    virtual communities and on-line newsgroups
  • E-Learning training, education and assessment.
  • Entertainment encompassing games and leisure
    activities
  • Government communications such as public
    information, on-line services and
    citizen-government communications
  • Heritage and Tourism such as museums, galleries
    or city walking tours.
  • Internal communications such as knowledge
    management, collaborative working and training

12
Platforms
13
Interactive Media Industry
14
What exactly does the interactive media sector
do?
  • In high-level terms, the sector's activities can
    be broadly grouped under these headings
  • Business - this includes requirements analysis,
    strategy and concept development, product
    specification, project management, account
    handling and marketing
  • Content - this includes editorial, script and
    copy writing, and asset creation and
    preparation
  • Design - this should be seen in its broadest
    sense and includes information architecture,
    technical specification and graphic and interface
    design, audio design, usability and user
    interfaces, game-play, environments and
    functionality
  • Technology - this includes game engines, site
    building, back-end applications and the
    implementation of payment systems and security
  • Sustainability - this includes localisation,
    search engine optimisation, quality assurance,
    usability testing and on-going maintenance

15
Post-graduate MSc courses
  • At Sunderland
  • School of Computing and technology
  • MSc Multimedia Systems
  • School of Arts, Design, Media and Culture
  • MA DesignMultimedia and Graphics
  • MA 3D Design Innovation
  • MA Illustration Design
  • MA Design Studies
  • MA Animation and Design
  • MA Media production (Television and Video)
  • Must have video production skills

16
MA Digital Games Design - Farnham (One Year
Programme)
  • http//www.skillset.org/games/qualifications/artic
    le_4543_1.asp

17
Overview
  • Windows Mobile platforms
  • Introduction to the history and capabilities of
    mobile devices
  • Visual Studio 2005 and mobile devices
  • Practical Creating a sample application (Secret
    Encoder)
  • Advanced Programming
  • Creating Casual Games for Mobile Devices
  • Practical A working mobile game StarLight
    space shooter

18
Breakthrough Pocket PCCompaq Ipaq
  • This was the first device to deliver on
    performance, display and battery life
  • 120MHz processor
  • 32MB of RAM
  • Flash ROM
  • RS232 and IR ports
  • 240x320 TFT colour display

19
State of the art Pocket PC
  • Dell Axim V50s
  • 624Mhz Processor
  • 64MB RAM
  • 480x640 colour display
  • WIFI and Bluetooth
  • 3D Graphics accelerator
  • Windows Mobile 5
  • 150 less than the original IPAQ!

20
Selecting the Target Device
  • The target device is selected from within Visual
    Studio
  • If you try to use a real device, and none is
    connected, the deployment will take a while to
    time out
  • Note the different display form factors

21
Writing GamesSoftware Deployment
  • For devices containing phones the service
    provider may lock the phone
  • To run an application on a locked phone it must
    be signed
  • Most phones can be unlocked for development
  • Use the Mobile2Market program to sell your code

22
Writing GamesCheese Breakout
  • The basis of the game is to bounce the cheese and
    hit the tomatoes
  • The player controls the bread bat and hits the
    cheese with it
  • Sprites
  • transparency
  • double buffering
  • animation
  • User input
  • event driven keypad

23
Bouncing CheeseDrawing the cheese
private void Form1_Paint(object sender,
PaintEventArgs e) e.Graphics.DrawImage(chees
eImage,cx,cy) private void timer1_Tick(object
sender, EventArgs e) updatePositions()
Invalidate()
  • I use the timer tick method to trigger updates

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