Monday, 8 January 2018

OOD Ass Two

Task 2

Object-oriented design is one part of the overall design process and should be seen in this context. Normally object-oriented design would start after completion of the creative phase (development of concepts and ideas) and would be used to flesh out ideas. The object approach can then be used to plan the detailed implementation of a project to ensure that milestones and other parameters are met.

Research each of the following principles listed below and apply to how you have used code in Game Maker and are now using in Unreal Engine. Use examples to illustrate them.

So for example in Gamemaker sprites become an object you can apply code to (that is OO design). 

For this assignment you need to understand the purpose of object-oriented design for games

Look at and discuss :-

Concepts and principles: simplified understanding; reusability; maintenance; efficiency; real-world modelling; collaboration and sharing; communication; quality assurance

Game objects: sprites; characters; weapons; rooms; walls; scenery; instances; rewards, eg bonuses, power-ups

Object properties: colour; size; speed; movement; sounds; health; lives

Actions and events: mouse and keyboard events; create; destroy; collision; timers; scoring

Inheritance: parent; child; inherited behaviours and properties; overriding events
Assignment Two

Documents this or blog this

Upload document here pls.

Monday, 11 December 2017

OO Design

Using OO Design within Unreal


Object-oriented design is one part of the overall design process and should be seen in this context. Normally object-oriented design would start after completion of the creative phase (development of concepts and ideas) and would be used to flesh out ideas. The object approach can then be used to plan the detailed implementation of a project to ensure that milestones and other parameters are met.

OO Design Work

Task One.

Look at 4 game engines and how they do coding

Unity, Unreal, Gamemaker, Constuct 2

How do they do coding ?
What is it called ?
Do a page for each engine and give examples of how it appears.
For the assignment you will be looking at :-

Concepts and principles: simplified understanding; reusability; maintenance; efficiency; real-world modelling; collaboration and sharing; communication; quality assurance

Game objects: sprites; characters; weapons; rooms; walls; scenery; instances; rewards, eg bonuses, power-ups

Object properties: colour; size; speed; movement; sounds; health; lives

Actions and events: mouse and keyboard events; create; destroy; collision; timers; scoring

Inheritance: parent; child; inherited behaviours and properties; overriding events
Task Two

We have looked at Water Features  in the past but this is an environmental affect.

Now we need to look at OO Design we need within  the game we are creating.

We need elements like non player characters (NPC's which are a form of AI Characters).

These NPC's need to move around the map and also need to interact (attack usually) with the player character (PC). Also the PC needs a health bar so they can take damage. Then we need a way for the PC to attack / fight the NPC's. We can also look at elements like inventories etc as well.

In Unreal we use a concept called blueprinting to do this.

So I have created a video series on YouTube to teach these elements.

This is a Basic AI movement video

This is a more advanced AI patrol tutorial.

Or using vimeo "https://vimeo.com/257379526" if blocked

 So What Do I want you to do ?

Well Everyone should be able to follow the videos 
Some Will be able to start to adapt this to their game
and a few will be able to complete both videos and add both elements to their game as well.

OK so now we have looked at a practical application of OO design lets look at the theory...

Assignment One -- UPLOAD POINT


Monday, 25 September 2017

unit 70p1p2



A game engine has varies elements

The famous game Doom was a groundbreaking title; it brought into existence and popularized a new game programming model, the ‘game engine.’ This modular, extensible and tweakable engine design concept allowed gamers and programmers to hack into the game’s core to create new games with new models, scenery, and sounds, or put different twists called ‘mods’ on the existing game material. CounterStrike, Team Fortress, TacOps and Strike Force are among numerous new games created from existing game engines, with most using one of iD’s Quake engines as their basis.

The term ‘game engine’ has come to be a standard part of a gamer’s language. Learners need to have a knowledge and understanding of game engines as all games are developed using either a licensed game engine or a studio bespoke engine. It is therefore vital that learners have both a practical working knowledge and a basic technical understanding of 2D and 3D game engines. Through studying this unit learners should be able to understand the processes involved in the production of 2D and 3D game levels through the use of a game engine, the use of graphics and other game assets required to produce a game level.

P1: learners will describe the purpose of game engines and their advancement over the years. For a merit give some illustrative examples.

In simple terms look at the What is the purpose of a game engine?

How have game engines evolved over time. So for unreal from version 1 to version 2 to version 3 and now 4, what are the differences? When and how did they take place. Choose at leat 3 game engines that have evolved over time. Show some games made by these engines. Feel free to put images of the games and the engines.

The evidence produced will describe the purpose of 2D, 3D and mobile game engines, though for this grade the evidence will not be related to examples of particular game engines. Learners should also describe how game engines have helped game enthusiasts to develop and create their own game mods and how this has led to mod teams being funded by game developers. As a minimum to achieve this grade learners must provide correct and substantially complete descriptions of the purpose of a game engine, and must mention graphic rendering, collision detection, artificial intelligence, sound and physics. A pass grade learner might note, ‘A game engine is the core component of a video game. It handles rendering which allows us to see the models in the game world. It basically puts everything in the game together so it can be viewed on screen.’

P2: learners will provide correct and substantially complete descriptions of components of game engines. For a merit give some illustrative examples.

In simple terms look as "graphic rendering, animation systems, systems, artificial intelligence and middleware" descibe what they are and compare them in different game engines. How are they used in game give and example for each element.

The evidence produced will describe components of game engines and must mention , though at this grade the evidence will not be related through examples to particular game engines. As a minimum to achieve this grade, learners must provide correct descriptions of components of game engines, graphic rendering, animation systems, systems, artificial intelligence and middleware. For example, a learner might note, ‘In computer graphics the renderer is viewed as one of the most important parts. The renderer allows us to see the models in the game world. It basically puts all the graphics features in the game together so it can be viewed on screen. With so much to do it needs a lot of processing power. It is the part that is most often criticised when viewed by those playing the game, as graphics can play a key role in how commercially successful a game will become.’

Handin 29/10/18

Thursday, 14 September 2017

concepts

3D Landscape Concepts

You have been asked to create a 3D environment the first step of this process is initial game sketches.

So using either free hand or using an appropriate software package sketch out (as a top down overview like plan) the environment.

Give sketches also of characters, and other elements, weapons and other predominant features as well.

These outline ideas for the 3D environment are forfill the P2/M2/D3 requirement for unit 68


In the art classes you have been tasked to create initial sketches of models and landscapes.

Task 1) Presentation of your initial ideas for the game.

Use initial Sketches  and also prototypes of game to demonstrate this idea. If you are working in groups show the areas of the game you are developing.

Show a environment prototype.

Show other ideas.

This presentation can be  stand-up presentation. Or a video presentation. A document is not an appropriate presentation of the game concept.
Consider these elements :-
Client brief - Who is the game for ? Create a description of what you going to create, how many levels, what is going to be in game and if your in a team who is doing what.

Target Audience - Who are you making the game for? Age group etc.

Initial Sketches of game and main characters.

A Prototype of game is question will cover most of the aspect needed and a simple play though level showing example elements that will be used. Don't be afraid to show elements tyhat don't work or are semi-completed. You are showing a prototype not a full working game.
examples

Regans Presentation
Amys presentation

Deadline for Presentation is 10/11/18



Friday, 8 September 2017

3d environments

3D Landscape Concepts

You have been asked to create an environment in the Unreal engine based on the Netflix Series 

YouTube trailer on "Stranger Things"



Create a 3D Enviroment using the Unreal engine using elements and concepts found in the Netflix series "Stranger Things". This environment should make a audience feel a connection with this series.

Task 1) : Initial ideas, sketches and Prototypes


Task 2) : Create game environment 



Consider these other elements as well :-

Client brief - Who is the game for ? Create a description of what you going to create, how many levels, what is going to be in game and if your in a team who is doing what.

Target Audience - Who are you making the game for? Age group etc.

Initial Sketches of game and main characters.

A Prototype of game is question will cover most of the aspect needed and a simple play though level showing example elements that will be used. Don't be afraid to show elements tyhat don't work or are semi-completed. You are showing a prototype not a full working game.

Monday, 12 June 2017

Black Jack Game

Black Jack Card Game





Ok everyone here is a link to my BlackJack demo I showed my students

The main scripts are

setup
firstcards
createarandomdeck

So use this if you want ...


Tuesday, 4 April 2017

Final Game Post

Game based of a film


At the beginning of this year you where given the assignment of creating a game based of the film big trouble in little China.

You have been using various elements from the game for other assignments.

Now its time for me to the the game.

So what required is a game play video of you playing your game and discussing the game as you play it (5 min video). (unit 70 & 68)

Also give me a 1 to 2 minute video of a friend playing the game.

Also a 5 to 10 min video of making the game (unit 71)

You can do one video with all the elements or multiple videos or create word do with lots screen  shots if you want.

This covers all my 4 units, so most of the grades come from this one piece of work.


Unit 70:

P4
create a 3D game world following industry practice, working within appropriate conventions and with some assistance.
[CT; SM; RL]
M4 create a 3D game world to a good technical standard following industry practice, showing some imagination and with only occasional assistance.
D4
create a 3D game world to a technical quality that reflects near-professional standards following industry practice, showing creativity and flair and working independently to professional expectations.



One covers the OO Design within the game and how it is used.

Unit 71 :

P4
apply object-oriented modelling techniques to design a game element with some assistance. [CT; SM]
M4 apply object-oriented modelling techniques to design a game element to a good technical standard with only occasional assistance.
D4
apply object-oriented modelling techniques to design a game element to a technical quality that reflects near-professional standards, working independently to professional expectations.


Also a video on the environment and how you set it up ..

This covers ..

Unit 68 :

P3
create a 3D environment following industry practice, working within appropriate conventions and with some assistance. [CT; SM; RL]
M3 create a 3D environment to a good technical standard following industry practice, showing some imagination and with only occasional assistance.
D3
create a 3D environment to a technical quality that reflects near-professional standards following industry practice, showing creativity and flair and working independently to professional expectations.

Unit 6 :











When END OF MAY