CRITICAL THINKING AND ARGUMENTATION IN SOFTWARE ENGINEERING PATTERNS IN GAME DESIGN, CH. 5 MIKKO...
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Transcript of CRITICAL THINKING AND ARGUMENTATION IN SOFTWARE ENGINEERING PATTERNS IN GAME DESIGN, CH. 5 MIKKO...
![Page 1: CRITICAL THINKING AND ARGUMENTATION IN SOFTWARE ENGINEERING PATTERNS IN GAME DESIGN, CH. 5 MIKKO TURUNEN, 0326796.](https://reader036.fdocuments.in/reader036/viewer/2022062422/56649f065503460f94c1afaf/html5/thumbnails/1.jpg)
CRITICAL THINKING AND ARGUMENTATION IN SOFTWARE ENGINEERINGPATTERNS IN GAME DESIGN, CH. 5
MIKKO TURUNEN, 0326796
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CONTENTS
• Game Worlds
• Objects
• Abstract Objects
• Locations
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GAME WORLDS
• Game world is determined by the spatial relationships of the game elements.
• Types: Continuous & Discrete
• Spatial categories
• Reticular
• Linear (1D)
• 2D
• 3D
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GAME WORLDS
• Reconfigurable Game Worlds
• Rules, Attributes & Layout
• Levels
• Themes, Objects, Layout & Difficulty
• Consistent Reality Logic
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LOCATIONS
• Points
• Goal, Save & Spawn Points
• Areas
• Inaccessible Areas, Safe Havens
• Locations
• Resource & Strategic Locations
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CHARACTER OBJECTS
• Avatars
• Units
• Mule
• Enemies
• Boss Monsters
• Helpers
• Ghosts
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ENHANCEMENT OBJECTS
• Pick-Ups
• Power-Ups
• Tools
• Chargers
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STATIC OBJECTS
• Controllers
• Buttons
• Obstacles
• Deadly Traps
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INFORMATION OBJECTS
• Alarms
• Clues
• Extra-Game Info
• Traces
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ABSTRACT OBJECTS
• Book-Keeping Tokens
• Score
• High Score Lists
• Lives
• Cameras
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CARD GAMES
• Cards
• Card Hands
• Drawing Stacks
• Discard Piles
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QUESTIONS
• What kind of a game world would be continuous and reticular?
• Is there any additional objects not listed in the book/CD?