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GAME ENGINEERING DEPARTMENT OF COMPUTER SCIENCE ENGINEERING & INFORMATION TECHNOLOGY JAYPEE INSTITUTE OF INFORMATION TECHNOLOGY, NOIDA SUPERVISOR: Dr. Vikas Saxena Name : Eshita , Rajat Bhatia Enroll No. 10104674, 10104773
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Page 1: Game engineering(jiit 2013 14-cs&it)

GAME ENGINEERING

DEPARTMENT OF COMPUTER SCIENCE ENGINEERING &

INFORMATION TECHNOLOGY

 

JAYPEE INSTITUTE OF INFORMATION TECHNOLOGY,

NOIDA

SUPERVISOR: Dr. Vikas Saxena

Name : Eshita , Rajat Bhatia

Enroll No. 10104674, 10104773

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INTRODUCTION

Computer and Video Games are one of the most popular and the most important products of the software industry. One of the greatest contributors to this success is the rapid improvement of technologies. However, the Game Development processes still have to face some difficulties. In fact, the lack of guidelines and theoretical foundations are the major causes for most of Game Designers need to bring their own experiences and intuitions into the Game Design. Therefore, it is essential to increase the involvement of the Human Computer Interaction (or HCI) and design in the processes of designing games.

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OBJECTIVE

Developed an angry birds type platform game from scratch which aims at cognitive development of children as well as providing them with an enjoyable environment to learn the basics of counting and alphabets. Thus we have made an attempt to revolutionize the methodology of learning by utilizing the screens available to the present generation for their own benefit.

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LITERATURE SURVEY HUMAN COMPUTER INTERACTION IN

GAME DESIGN .

Hung Nguyen  Published:Spring 2012  Published at: Business Information

Technology ,Oulu University of Applied Sciences.

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LITERATURE SURVEY

In order to create a game which can be easily learned, effectively played and enjoyed at the same time, the Game Designers should not only use their own intuitions and experiences but also it is important to build a relationship between design and use.

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LITERATURE SURVEY

a list of principles for Game Design were brought together. They serve for the one common goal – to create a better and more usable interface. And lastly but not least important was the set of skills that can be useful for every Game Designer. It is essential to point out that, by no mean, this list is neither completed or that can be applied for every scenario.

The purposes of game form into a set of game genres, then the technologies help to bring those ideas into life.

these principles will serve as guidelines for every Game Designer, and they can be changed accordingly depended on the situation.

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LITERATURE SURVEY Every Game Development process requires high

level of complexity, which includes teams of programmers, artists, project managers, writer, musicians and also some other roles. Among these roles, the Game Designer is at the central of Game Development process.

One of the matters was about the HCI technologies which contributed to the interaction in games, and the other was about using HCI to solve the negative effect of computer and videos games have in the modern society. In addition, the game interface design process was also introduced as one of the applica-tions of HCI in Game Interface Development; the HCI human factors are the major element to decide the design‘s goals for the Designer.

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LITERATURE SURVEY Practical Game Design and

Development Pedagogy  Paul J. Diefenbach

Published at: Drexel University

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LITERATURE SURVEY

Game Design: They noticed that students often have

creative ideas but miss factors that might at first seem intuitive.So, Workshop were organized that reintroduces strategy, game- play, and story to focus on designing games from the player’s perspective so that students can assess how this affects code and assets.

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LITERATURE SURVEY

This paper presents the challenges and possibilities that arise from the integration of a 2D physics engine into an adventure game platform (i.e. engine and editor). This integration allows the use of a complex physics model within a narrative environment, thus increasing expressiveness and educational potential (through re-usability and increased challenge). In this work eAdventure is used as the adventure game platform and Box2D is used as the physics engine. While adventure games

have been successfully applied in educational contexts from language learning to medicine, including a physics engine broadens the number of subjects that can be covered, thus increasing the

scope and potential of the resulting games.

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LITERATURE SURVEY

GameplayStudents often design games from an abstract perspective, as if the characters in the game are self-governed and the designer is an all-knowing god. For example, they might propose a game about two aliens battling over a magic crystal. The students will have decided the game’s look and physical characteristics, the aliens’ abili ties, the conflict’s backstory, and bizarre power-ups, yet disagree when we ask them whether the game is played from a first- or third-person per spective or whether it’s played with a keyboard or controller.

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LITERATURE SURVEY

Game DevelopmentOnce the students have vetted their game concept on the basis of the concerns we just detailed, they follow an iterative Scrum development cycle that permits continual refinement. This has introduced problems due to students having little experience in incremental development, milestone planning, and resource management. We now structure the milestones to guide inexperienced students in long-term project planning. Development now involves three distinct phases: establishing the as set pipeline, refining and balancing gameplay, and dressing up the game.

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LITERATURE SURVEY

The 80/20 RuleDirect teams to focus on efforts that pro vide the most “bang for the buck,” as exemplified by the 80/20 rule, also called the Pareto principle or the “vital few and trivial many.” This rule states that approximately 20 percent of the vital tasks produce 80 percent of the results.

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LITERATURE SURVEY GAME ENGINEERING

ROBERT J. AUMANN  Accepted in September 2009  Published at :The Hebrew University,

Jerusalam

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LITERATURE SURVEY

"Game Engineering" deals with the application of game theoretic methods to interactive situations or systems in which the rules are well defined, or where the designer can himself specify the rules. This talk, which addressed a business-school audience with no specific knowledge of game theory, describes five examples of gameengineering: two dealing with auctions, two with traffic systems, and one with arbitration.

Few examples of ‘game engineering’:

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PROBLEM STATEMENT Design physics based 2D platform game,

incorporating the physics system of Game Engine to govern the environmental objects and player character. The game aims at providing enjoyment and increase learning of the users regarding various fundamental concepts of physics such as friction, velocity, bounciness and collisions which lead to cognitive development as well as impart kindergarten teaching to kids up to 5 years of age.

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WHAT IS PLATFORM GAME?A platform game (or platformer) is a video game which

involves guiding an avatar to jump between suspended platforms, over obstacles, or both to advance the game. These challenges are known as jumping puzzles or freerunning. The player controls the jumps to avoid letting the avatar fall from platforms or miss necessary jumps. The most common unifying element of games of this genre is the jump button. Jumping, in this genre, may include swinging from extendable arms, as in Ristar or Bionic Commando, or bouncing from springboards or trampolines, as in Alpha Waves.

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NOVELTY/SIGNIFICANCE OF PROBLEM The unique structural elements of games build

brainpower because they: Provide a platform for self-directed exploration Deliver just-in-time learning Use data to help players understand their

progress, and what to do and where to go next in the game

Create a compelling need to know, ask, examine, assimilate, and master skills and content

  Taking these things into consideration, we have

designed a game for children upto 5 years for learning alphabets along with playing game.

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WHAT IS SIDE SCROLLING GAME?A side-scrolling game or side-scroller is a 

video game in which the gameplay action is viewed from a side-view camera angle, and the onscreen characters generally move from the left side of the screen to the right (or less commonly, right to left) to meet an objective. These games make use of scrolling computer display technology. The move from single-screen or flip-screen graphics to scrolling graphics, during the golden age of video arcade games and during third-generation consoles, would prove to be a pivotal leap in game design, comparable to the move to 3D graphics during the fifth generation.

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PROPOSED ALGORITHM –

Integrated physics engine and a set of 2D physics components

Rigid-body component (RigidBody2D) supporting static/kinematic/dynamic body, mass, linear/angular velocities, drag and auto-sleeping and fixed-angle constraint.

Circle collider (CircleCollider2D) supporting a centroid and radius.

Rectangle collider (BoxCollider2D) supporting a centroid and a size.

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TECHNOLOGY USED Language : Monodevelop Behaviour

Settings , XML Software Technology : GameSalad and

Itegrated Physics Engine.

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TEST PLANThe purpose of testing is quality assurance, verification and validation, or reliability estimation.

Functionality Testing Compatibility testing Beta testing Soak Testing Regression Testing

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SCREENSHOTS

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SCREENSHOTS

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SCREENSHOTS

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THANK YOU

GROUP MEMBERS:

ESHITA (10104674)

RAJAT BHATIA (10104773)


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