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\subtitle{\textbf{Lab} - Game Design Hack}
\begin{document}
\begin{frame}
\titlepage
\end{frame}
\section{Intro}
\item Remember we mentioned that we built you a game engine...
\item well, here it is.
\note{\begin{itemize}}
\item Games take place on a hex grid
\item Games are turn-based
\item No randomness \note{\item In fairness, it is the UI and AI that do not support it}
\uncover<4>{We originally designed it for Civilization style games, but it's much more general than that.}
\note{\end{itemize}}
\item A game has \keyterm{Entity Types}, \keyterm{Resources}, and \keyterm{Terrain}
\item Entity types have actions, costs and properties
\item Resources and Terrain make up the maps
\item Victory conditions tell you how to win (or lose)
\end{itemize}
\end{frame}
\begin{frame}{Entity Types}
\item Used to \textbf{define} an \keyterm{Entity}
\item \textbf{Every} entity has a type
\item Entity Types can \textbf{extend} other types
\item Defines:
\begin{itemize}
\item Graphics
\item \keyterm{Actions}
\item \keyterm{Properties}
\end{itemize}
\begin{frame}[fragile]{Example: EntityType}
\begin{minted}[breaklines,tabsize=4]{javascript}
{
"name": "abstract_civilian",
"properties": {
"movement": 1,
"health": 5,
"attackRange": 1,
"atkMelee": 1,
"ter-grass": 1
},
"cost": {
"food": 10
},
\end{minted}
\end{frame}
\begin{frame}[fragile]{Example: EntityType}
\begin{minted}[breaklines,tabsize=4]{javascript}
"_actions": [
"Move",
"MeleeAttackAction",
"Build[farm]",
"BuildOnResource[lumber_mill:wood]",
"BuildOnResource[gold_mine:gold]",
"Build[marketplace]"
]
},
\end{minted}
\end{frame}
\item Have \keyterm{properties}
\item Can perform 1 \keyterm{Action} per turn
\begin{frame}{Actions}
\begin{block}{Actions}
\textbf{What} an Entity can do
\end{block}
\begin{itemize}[<+->]
\item 0 or more
\item Parameterisable
\item Inherited
\end{itemize}
\end{frame}
\begin{frame}{Orders}
\begin{block}{Order}
An order is \textbf{generated} when an Action is used on a \textbf{particular} location
\end{block}
\begin{itemize}[<+->]
\item What an Entity \textbf{actually} does in its turn
\item Used to \textbf{update} the game state
\item Move Action $\rightarrow$ \textbf{multiple} possible Move Orders
\end{itemize}
\end{frame}
\begin{frame}{Properties}
\note{\begin{itemize}}
\begin{itemize}[<+->]
\item String $\rightarrow$ Integer mapping
\item Used by default actions as well as custom ones \note{\item For example movement or attacking}
\item \textbf{Two} sets per Entity \note{\item One from the Entity Type, another from the Entity itself that overrides it. EntityType properties can't be changed - only overwritten by lower level}
\item Inherited
\end{itemize}
\note{\end{itemize}}
\end{frame}
\begin{frame}{Terrain}
\note{\begin{itemize}}
Terrain defines the ground in the games
\begin{description}
\item[id] The name of this terrain type
\item[image] The graphics path for drawing
\item[requiredTags] Mapping of String $\rightarrow$ Integer.
\note{\item Keys are the tags needed as an entity property with ```ter-''}
\note{\item Values are how much the entity property needs to be to travel here}
\end{description}
\note{\end{itemize}}
\end{frame}
\begin{frame}{Extensions}
\note{\begin{itemize}}
\begin{itemize}[<+->]
\item The game is \textbf{extendible}
\item You can \textbf{change} the json files \textbf{defining} the game
\item You can \textbf{add} your own code
\begin{itemize}
\item It will be detected on the classpath \note{\item Built in items are detected the same }
\item Use the same way as the built in items \note{\item First class citizens in the engine}
\end{itemize}
\item You can add \textbf{new}:
\begin{itemize}
\item Actions
\item Orders
\item AI
\item Victory Conditions
\end{itemize}
\end{itemize}
\note{\end{itemize}}
\begin{frame}{Medieval TBS}
\begin{center}
\includegraphics[width=0.8\textwidth]{medieval}
\end{center}
\end{frame}
\begin{frame}{Medieval TBS}
\begin{columns}
\begin{column}{0.5\textwidth}
\includegraphics[width=\textwidth]{medieval}
\end{column}
\begin{column}{0.5\textwidth}
\begin{itemize}[<+->]
\item Fairly conventional
\item Build on resources for turnly income
\item Civilians, archers, and knights
\end{itemize}
\end{column}
\end{columns}
\end{frame}
\only<1>{\includegraphics[width=0.8\linewidth]{images/gd_hexxagon}\\}
\uncover<2->{\includegraphics[width=0.7\linewidth]{images/gd_hexxagon}\\}
\only<2>{Entity types: piece, piece-p1, piece-p2}
\only<3>{Terrain types: board}
\only<4>{Actions: jump and clone}
\only<5>{Resources: ticks (used to permit moving only one piece)}
\only<6>{Victory conditions: LastManStanding, MostPiecesLock}
"name": "piece", // it's called 'piece'
"ter-playzone": 1, // it can 'walk' on playzone tiles
"health": 1 // it has 1 health (things with no health die)
"Jump[tick]", // Jump Action (defined in Java)
"Clone[tick]" // Clone action (defined in Java)
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\end{frame}
\begin{frame}{Aliens Versus Predators}
\begin{center}
\includegraphics[width=0.7\linewidth]{avp}
\end{center}
\end{frame}
\begin{frame}{Aliens Versus Predators}
\begin{columns}
\begin{column}{0.5\textwidth}
\includegraphics[width=\textwidth]{avp}
\end{column}
\begin{column}{0.5\textwidth}
\begin{itemize}[<+->]
\item 3 Teams
\item Aliens
\begin{itemize}
\item Queen Spawn Egg
\item Egg $\rightarrow$ FaceHugger
\item FaceHugger + Human $\rightarrow$ Incubator
\item Incubator $\rightarrow$ Alien
\end{itemize}
\item Humans
\item Predators
\end{itemize}
\end{column}
\end{columns}
\note{
\begin{itemize}
\item Needed custom actions to avoid using resources.
\item Uses properties instead
\item Humans and Predators quite mundane
\end{itemize}
}
\begin{frame}{Your Turn}
\begin{itemize}[<+->]
\item This is what \textbf{we} did
\item Demonstrates \textbf{some} of what can be achieved
\item Your job is to make \textbf{interesting} games
\begin{itemize}
\item Push the \textbf{limits} of the engine
\item Not a re-skinned TBS with \textbf{no} new mechanics
\item That have a reasonable design space for tuning
\end{itemize}
\item Do not get hung up on graphics
\begin{itemize}
\item Medieval game used a \textbf{single} set of assets designed for hexagons
\item Hexxagon and AVP used single colour tiles and basic images
\item Rules and interesting play are more \textbf{important}
\item Graphics serve to \textbf{distinguish} between different units
\end{itemize}
\end{itemize}
\end{frame}
\section{Design Patterns}
\begin{frame}{Design Patterns}
\begin{itemize}[<+->]
\item Like programming patterns
\item Many teams may have similar tasks to solve
\item Some helpful patterns shown here
\end{itemize}
\end{frame}
\begin{frame}{Movement Lock}
Allow the player to only move one piece on their go
\item Resource: time
\item Only allow a move if the resource < current tick
\item After a move is made, update the resource to tick + 1
\end{itemize}
\begin{frame}{Timers}
You can define a timer by doing the following:
\item Create an automatic action that performs the effect that you'd like to achieve.
\item Set requirements to be ``timeProperty $\geq$ timeRequired''
\item Create an automatic action that generates 1 timeProperty
\item Define the automatic actions as [generateAction, doneAction]
\end{itemize}