cis 350 – i game programming instructor: rolf lakaemper
DESCRIPTION
CIS 350 – I Game Programming Instructor: Rolf Lakaemper. Part II: Game Genres. Genres. ADVENTURES. Genres. Adventure Games cast the player as the protagonist of a story in which the player participates Solving of puzzles, finding various artifacts Sub-genres: Textbased Graphical - PowerPoint PPT PresentationTRANSCRIPT
CIS 350 – I
Game Programming
Instructor: Rolf Lakaemper
Part II:
Game Genres
Genres
ADVENTURES
Genres
• Adventure Games cast the player as the protagonist of a story in which the player participates
• Solving of puzzles, finding various artifacts
• Sub-genres:• Textbased• Graphical• Action
Genres
Textbased Adventures:
• First adventures
• Typical use of verb-noun phraser
• Earliest titles: ‘Hunt the Wumpus’ (G. Yob, 1972, Basic Game) and ‘Adventure’ (W. Crowther, 1972)
Genres
‘Hunt the Wumpus’
Essentially, you're wandering through a network of numbered caves, looking for the Wumpus; when it's nearby, you'll smell it, and you can try to kill it by shooting into one of the caves that's near you. If you wander into the same cave as the Wumpus, you die. Other hazards include bats--which pick you up and dump you somewhere else--and pits, which kill you.
source code !
Genres
…or ZORK (1981)
Genres
Hybrid Text / Graphic
The Hobbit (1982)
spectrum emulator
Genres
Graphic Adventure
• Graphical (point and click) Interface
• Introduced by Sierra Online’s King’s Quest 1984
• Lucas Arts: Maniac Mansion 1987
Genres
King’s Quest I (by Roberta Williams)
Genres
Action Adventure
• The only commercially successfully remaining action genre
• Reflex Based as well as puzzle solving
• Most prominent: The Legend of Zelda, Nintendo, 1986 (US: 1987 on NES)
Genres
Legend of Zelda, NES 1987
Genres
Legend of Zelda: The Wind Waker, Game Cube 2004
Genres
Educational Games
• Attempt to teach the user using the game as a vehicle
• Mostly target young users• Growing market !• …can also teach programming on a very
high though entertaining level, e.g. ‘Robot Wars’
• Best known: ‘Carmen Sandiego’
Genres
Example: ‘Alpha Beth’ 1985PLAY
Genres
Fighting (Beat’em Up)• Emphasize on one-on-one combat between
(two) players• Usually focus on martial arts• Usually as dramatic and physically
impossible as comical• Sophisticated interfaces !• Early title: ‘Way of the exploding fist’,
Melbourne House 1985 PLAY!
Genres
‘Way of the exploding fist’, Melbourne House 1985, Sinclair Spectrum
Version
Genres
‘Mortal Combat: Deadly Alliance’, Midway,2002, XBOX
Genres
First Person Shooter• Emphasize shooting and combat from a
specific perspective, most of them place player behind hand/weapon
• Tend to be scaringly violent
• 3D effect is usually enhanced by 3D-sound
• Most prominent: DOOM, Quake, HALO
• First title: …
Genres
SPASIM, 1974• Space Simulation• 3D 32 person network multiplayer game• Written for Champaign Urbana University
of Illinois PLATO network• The PLATO system had hundreds of
plasma panel terminals (512*512 graphics displays) around the US with 1200bps connections into a CDC Cyber 6400 mainframe
Genres
Battlezone, ATARI, 1980
Genres
Rescue on FractalusActivision,1986, Spectrum Version
Genres
DOOMId software,1993
Genres
HALOXbox,Bungie Studios,2001
Genres
• FPS introduced a new technique to game programming: 3D engines, independent from game rules, logic and final graphics are utilized for multiple games
• FPS are the most controversive games, due to their realism and violence, e.g. the Columbine Highschool Shooting was put in connection with them
• The combination of AI, real time graphics, physical modelling makes them the most sophisticated programs the gaming area
Genres
MMOGs (Massive Multiplayer Online Games)
• Subscription based virtual worlds for thousands of players to interact together
• Titles: Ultima Online, Everquest etc.
Genres
Everquest
Genres
Platform Games
• Probably the best known genre, ‘the’ computer game
• Running, jumping etc. on 2D or 3D platform• ‘Side-scrollers’, usually (2d) from a side
perspective.• Most prominent: Mario Brothers, Donkey
Kong, Lode Runner, Sonic, …
Genres
Jumpman1983, ATARI 400
Genres
Donkey KongNintendo, 1981
Genres
Mario BrosNintendo, 1983
Genres
Super Mario BrosNintendo, 1985
Genres
Mission ElevatorMicro Partner/Magic Bytes 1986
Genres
Mission Elevator
(Graphics by Bettina Wiedner)
Genres
Donkey Kong Country 2Game Cube, 2003
Genres
Super Mario SunshineNintendo Game Cube, 2002
Genres
PUZZLE Games
• Require the gamer to solve logic puzzles or navigate complex locations such as mazes.
• Genre crosses frequently with adventure and educational games
• Titles: Tetris, Sokoban, Boulderdash,…
Genres
Tetris1985 Alexey Pazhitnov, Vadim Gerasimov
Genres
Boulderdash1987 Databyte
Genres
RACING GAMES• Place player in the driver seat of vehicle
• Emerging in early 80s
• Extremely popular
• Various input devices
• Titles: OutRun, MarioKart,…
Genres
OutRunSEGA, 1986
Genres
MarioKart Double DashNintendo, 2004
Genres
Role Playing• Player acts as adventurer who specializes
in certain skills
• Emerged from board (pencil&paper) role playing games
• Usually science fiction or fantasy setting
• Titles: Ultima, Diablo, …
Genres
ULTIMA 1• 1980• Written in basic• 3000 lines of code• Memory takes less than one texture in
current version…
Genres
ULTIMA 1, 1980
Genres
ULTIMA 9, 1999
Genres
Fixed Shooters
• The classic 2D shooters
• Space Invaders, Galaga, R-Type, …
Genres
Space Invaders
Galaga
Genres
Simulation
• Aim to simulate a specific activity (e.g. flying an airplane / running a company) as realistically as possible
• Usually time consuming to play, huge manuals etc.
• Titles: Little Comp. People, MS Flight Sim., The Sims, Medieval,Warcraft,…
• The SIMS is the most popular game ever !
Genres
Little Computer PeopleActivision, 1985, C64
Genres
The SIMSBill Wright,Maxis, 2000
Genres
Sports
Well, sports simulation, of course.
Genres
Winter GamesEPYX, 1983,C64
Genres
Strategy
• Focus on careful planning and skillful resource management
• Thinking games• Often turn based• Usually war strategy• Titles: M.U.L.E., Civilization, War Craft,…
Genres
M.U.L.EEA, 1983
Genres
Civilization 1Sid Meier, Microprose,1991, DOS
Genres
Traditional
• Board Games
• Card Games
• ETC
Genres
Requirements of Genres:Hardware
• Computational power• Graphical abilities (color, resolution)• Graphic. comp. Power (Co-processing
graphic cards)• Memory• Sound• Input / output devices
Genres
Software
• AI
• Physical Modelling
• Sophisticated Data Structures
Genres
Design
• Story
• Playability
• User Interface
• Realism
Genres
Comp. power
Graphic. abilities
Graphic. Comp. power
Memory
Sound
Special I/O devices
AI
Physical Modelling
Sophisticated Data Structures
Story
User Interface
Realism
X X X X X X X X
X X X X X X X X X X X
X X X X X X
X X X X X X
X X X X X X
X X X X
X X X X X X X ?
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X X X X X X X ?
X X X X X
X X X X X X X X X X X X X X X X
X X X X X X
X X X X X X X X X X X X X X X ?PLAYABILITY
AD
T
AD
G
AD
A
Edu
FIGHT
FPS
MMOG
PLATF
PUZZLE
RACING
RPG
FXDSH
SIM
SPORTS
STRAT
TRAD
Genres
Which genre is the easiest to design and
program ?
Game Industry
Some numbers out of the world
of the
Game Industry(source: www.gamasutra.com)
Game Industry
Mission Elevator
• Publisher: Magic Bytes• Number of full-time developers: 0• Number of part-time developers: 3• Length of development: 14 months• Release date: 1985 • Target platform: Amstrad CPC, C64• Development hardware: Amstrad CPC, C64• Development software used: Paper and Pencil,
selfmade assembling help, some BASIC tools• Project size: 48kB• Budget: 10.000$ (for conversion to diff.
Systems)
Game Industry
Grand Monster Slam
• Publisher: Magic Bytes/Rainbow Arts• Number of full-time developers: 6• Number of part-time developers: 1• Length of development: 8 months• Release date: 1989• Target platform: AMIGA, ATARI ST, C64• Development hardware: proprietary: ATARI ST
connected to AMIGA• Development software used: Graphic Tools,
SEKA Assembler• Project size: 4MB• Budget: 100.000$
Game Industry
SPLINTER CELL
• Publisher: Ubi Soft• Number of full-time developers: 76• Number of contractors:18• Length of development: 5 months• Release date: March 28, 2003 • Target platform: PlayStation 2• Development hardware: PS2 dev tools, PCs avg.• Athlon dual 1800+• Development software used: Unreal Warfare,
Code Warrior, 3D Max, Photoshop, Ubi's animation tools, Optpix, Microsoft Visual SourceSafe
• Project size: 3.47GB• Budget: ?
Game Industry
STAR WARS: Rogue Leader
• Publisher: Lucas Arts Entertainment• Number of full-time developers: 30• Number of contractors: 2• Estimated budget: $3.5 million• Length of development: 9 months• Release date: November 8, 2001• Platform: Nintendo Gamecube• Development hardware used: GDEV & 1GHz PC,
running Windows 2000• Development software used: SN Systems for
Gamecube, Slickedit, Maya• Notable technologies: MusyX 2.0• Project size: 14.2MB of source in 859 files, in-
game source data 6.4GB in 10,075 files
DIABLO 2
• Publisher: Blizzard Entertainment• Full-Time Developers: 40• Length of Development: 3 years.• Release Date: June 28, 2000.• Platforms: PC and Macintosh.• Hardware Used: Typical programmer
workstation: 500 MHz Pentium II running Windows NT with 128MB RAM and 9GB hard drive. Typical artist workstation: dual 500 MHz Pentium IIs running Windows NT with 256MB RAM and 14GB hard drive.
• Software Used: 3D Studio Max, Photoshop, Microsoft Developer Studio/Visual Studio and SourceSafe
Game Industry
Game Industry
DIABLO 2
From “Diablo2: what went wrong”:(http://www.gamasutra.com/features/20001025/schaefer_03.htm)
“We developed the original Diablo with almost no proprietary tools at all. We cut out all the background tiles by hand and used commercial software to process the character art. Spells and monsters were balanced by verbal estimates ("Hey, lets make the lightning about ten percent weaker."). Diablo II's vastly increased scale required much better tools, and we made some, but not enough. “
Game Industry
What’s in for
YOU ?
Game Industry
Salary Survey 2003(from GAME DEVELOPER Magazine)
websource:http://www.gamasutra.com/features/20040211/olsen_01.shtml
• Questioning among GAME DEVELOPER subscribers
• About 2750 responses used for survey
• Excluded: <10.000$, >300.000$
Game Industry
Programming
Game Industry
Art & Animation
Game Industry
Game Design