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Mängu maailm
Õpimängu Disain
Martin Sillaots
# 8
Mängu maailm
Mängu maailm
• Graafika
• Visuaalne stiil
• Meelelahutuslik element
• Müügivahend
Mängu maailma disaini aspektid
• Füüsiline
• Aeg
• Keskkond ja kultuur
• Emotsioonid
• Eetika
Füüsilised aspektid
• Ruum – 2D või 2D?
• Skaala – tausta ja objektide vahekord?
• Piirid – kuidas hoida mängijat mängumaal?
Skaala
Civilization IV: Colonization
PiiridFlapping flat
Sphere illusion
Mission points
Ajaga seotud aspektid
• Ajasurve
• Muutuv aeg – ajahüpped, voorupõhine
• Anomaaliad – aeg kulgeb aeglasemalt või
kiiremini
• Mängijapoolsed muudatused – näiteks poolaeg 5
minutiga.
Ajasurve
Toobz
Muutuv aeg
Climate Challenge - turn based game
Ajahüpped Time Mesh mängus
1 Paris, June 40
2 Berlin, June 39
3 Warsaw, January 41
4 Bletchley, 44
Anomaaliad
Rise of an Empire
time flows differently
Age of Empires
collecting berries takes years
Mängija muudab aega
FIFA 2011
Keskkonnaga seotud aspektid
• Füüsiline keskkond
– Graafika
– Stiil
• Detailid
• Kultuuriline kontekst
Detailid
• Lisa nii palju detaile kui võimalik
• Ära kahjusta
Mängu kulgu
Ludo Lauamangupood
Kultuurilised aspektid
• Uskumused
• Suhtumised
• Väärtused
• Poliitikad
• Religioonid
• Sotsiaalsed
aspektid
Emotsionaalsed aspektid
• Mängija emotsioonid
• Loo jutustamine
• Suhtlemine
Eetilised aspektid
• Erinev pärismaailmast
• Tapa halvad ...
• Kas arvutimängud tekitavad vägivalda?
Ülesanne
Kavanda oma mängumaailm
Mängumaailm
• Kaart või skeem
• Kohad või asukohad
• Teed ja ülesandepunktid
• Tegelased
• Objektid
• Nimed
Näiteks: Time Mesh 2. maailmasõja Pariisi taseme skeem
Näiteks: Time Mesh 2. maailmasõja Varssavi taseme skeem
Näiteks: Time Mesh 2. maailmasõja Bletchley taseme skeem
Näiteks: Time Mesh 2. maailmasõja Ljubljana taseme skeem
Maailma lõpp
martinsillaots@gmail.com

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Õpimängu disain - mängumaailm

Notas do Editor

  1. Gameplay
  2. Player interacts with game world Art work – aesthetics, Important to casual players – entertaining element Core players focus on game play (forgot world)
  3. Spatial – 2D; 3D Scale – size of the world and items (bigger) Borders – what to do when player reach to the edge?
  4. Scale – size of the world and items Civilization – strategy game
  5. Borders – what to to when player reach to the edge? Flapping flat - http://tjstreaksnotsonaughtysims.blogspot.com/2011/10/experimental-flat-distant-terrain.html Sphere illusion - https://www.garagegames.com/community/forums/viewthread/49354 Mission points - http://www.eagerdepot.com/mission-spawn-points.html
  6. Time limits – only for short missions Variable time time jumps turn based Anomalous time – time flows differently in different game items – tree grows faster than time spent for producing weapon (The Settlers: Rise of an Empire) - short actions last longer – collecting berries takes years (Age of Empires) – symbolic meaning - Sims – cleaning room takes weeks? Player adjusting time – good for testing - Needed casual players
  7. Time limits – only for short missions or puzzles
  8. – time flows differently for different game items – tree grows faster than time spent for producing weapon (The Settlers: Rise of an Empire) - short actions last longer – collecting berries takes years (Age of Empires) – symbolic meaning - Sims – cleaning room takes weeks?
  9. – good for testing Needed casual players FIFA 2011 – shorten the half time
  10. Appearance Atmosphere Style: Nature of items (e.g. time period - medieval) Outlook of items (e.g. presentation stile - Bosh) – creates atmosphere e.g. WW2: 40-s vs BW rough stile - for creating the atmosphere of war time gloom e.g. IR: Georgian era vs Manga stile
  11. How rich the world will be? Level of realism Available design time and machine resources Puzzle picture – find items starting with K, as much as possible.
  12. Reflected through items Backstory People in the game. What are their:
  13. Game Emotions Thrill - victory Agony – losing Frustration – challenges Greed – business simulations Control - Power Ambitious Surprise Fear Some emotions are not fun. jealousy, anger, sorrow, guilt
  14. What is right and what is wrong? Violence is part of the video game culture