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Game Frameworks for Rapid Prototyping and Empowering Designers

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chat server, patcher, ActionScript applets/games ... My promise of game in an hour is idealistic and Quixotic. Show some samples ... – PowerPoint PPT presentation

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Title: Game Frameworks for Rapid Prototyping and Empowering Designers


1
Game Frameworks for Rapid Prototyping and
Empowering Designers
  • Presented by
  • Robert Mitchell
  • Director of Technology
  • Sony Online Entertainment

2
Choose Our Own Adventure
Production, Business, Support Roles
Art
Code
Design
3
Outline Game Frameworks
  • What is a prototype? Why prototype?
  • From prototype to production
  • Risks with using designers as programmers
  • What is a framework?
  • Requirements for the SOE Flash framework
  • Architecture
  • The framework pieces
  • The present reality
  • The promise Building a game in 20 minutes
  • Questions and answers

4
Background and Bias
  • Sony Online Entertainment since 1999
  • Platform Group
  • mostly C but some ActionScript
  • chat server, patcher, ActionScript applets/games
  • PlanetSide, EverQuest II, Trivial Pursuit, PSN
    (cancelled)
  • mostly C
  • user interface, game play, server, i18N
  • Director of Technology
  • code and technology re-use/sharing across all
    studios

5
What is a Prototype?
  • Simplified implementation of the final product
    constructed to show what the final system will
    be like
  • Advantages
  • Improve and increase user involvement
  • Improve quality of requirements through iteration
  • Faster development time
  • Disadvantages
  • Confusion with finished system
  • Slower development time

6
Types of Game Prototypes
  • Paper or physical representation (hours)
  • Wire frame no functionality but look feel
    (hours to days)
  • Functional core mechanic (days to weeks)
  • Playable subset of game play (weeks to months)
  • Full production (months)

7
Production Requirements
  • Accessibility and Usability
  • Depth of game play
  • Quality art and sound
  • Security
  • Scalability
  • Zero defects
  • Integration
  • Fun

8
From Prototype to Production
  • Throw away bad ideas early
  • Get feedback and iterate on ideas to make them
    fun
  • Treat the prototype as a prototype
  • Create engineered solutions not band-aids
  • Test and fix bugs
  • Throw away bad ideas late too
  • Train designers as coders during the prototyping
    phase

9
Risks with Non-programmers Writing Code
  • Writing script is writing code
  • Unwise asking a non-programmer to write code
  • Possible requiring a non-coder to change
    properties and tweak parameters
  • Unwise asking a junior programmer to create
    complex systems from scratch
  • Possible requiring a junior programmer to modify
    code

10
Empowering Designers as Programmers
  • Train them. Mentor them. Review their code.
  • Give your designers as much flexibility as they
    can handle and as much freedom as you can manage
  • A game framework presents the possibility of
    success
  • A starting point. No more blank page
  • The constraints to be creative
  • An ever growing collection of useful methods and
    models
  • And lots of example code

11
What is a Framework?
  • Code library to handle all the tedious, low-level
    details of creating an application in a reusable
    package
  • Game framework components
  • Graphics, animations,
  • Game loop. Startlevelnextend
  • Timers and event systems
  • Sound
  • Persistence
  • Networking
  • Basic infrastructure

12
Requirements for SOE Flash Framework
  • ActionScript 2 for Scaleform integration
  • Provide designers with rapid prototyping tool
  • Level and turn based game play
  • Server hosted logic
  • Multiplayer support
  • Platform/Game/Portal independent
  • Production capable

13
ActionScript 2.0 Classes
  • Core Classes
  • Array
  • Boolean
  • Date
  • Error
  • Function
  • Math
  • Number
  • Object
  • String
  • System
  • Movie Classes
  • Button
  • Color
  • Key
  • Mouse
  • MovieClip
  • Selection
  • SharedObject
  • Stage
  • TextField
  • TextFormat

14
Architecture and a Failed Idea
Prototyping Architecture
Flash Client
Flash Server
Production Architecture
Flash via Scaleform
Minigame Logic
Game Client
Game Server
Testing Architecture
Flash Client
Perl Server
Flash Acting as Server
15
com.sonyonline.game Overview
  • SoeGameFramework
  • SoeLevel
  • SoeNetwork, SoeNetworkTypeLocal, SoeNetworkTypeX
  • SoeEventQueue
  • SoeSound, SoeSoundFlash, SoeSoundFreerealms, .
  • SoeStorage, SoeStorageFlash,
  • SoeKeyEvent
  • SoeHighScore
  • MCProgress, MCTimer, MCDoublePress,
  • SoeCommon

16
Message Flow
17
Present Reality
  • Not many game types
  • No multiplayer messaging
  • Designers are just beginning to use the framework
  • My promise of game in an hour is idealistic and
    Quixotic
  • Show some samples
  • Demonstrate some of the framework aspects
  • Copy the baseline game and walk-through creation
  • Complete the game offline (most likely outcome)

18
Sample Games
  • Hidden object
  • Simon
  • Whack-a-mole
  • Mineshop

19
Game Building
  • Copy baseline
  • Construct message flow
  • Build logic on server, UI and proxy on client
  • Create levels
  • Iterate

20
Game Building Advanced
  • Sound
  • Persistence
  • Depth and polish
  • Art
  • Iterate

21
Roadmap
  • Multiplayer
  • More game types as templates
  • Integration issues
  • Chat and lobby support
  • And others as feedback fromteams dictate

22
Questions?
23
Tools
  • Macromedia Flash commercial IDE for Flash
    development
  • www.macromedia.com/products/flash
  • Eclipse open development platform
  • www.eclipse.org
  • Motion Twin ActionScript 2 compiler (MTASC)
  • www.mtasc.org
  • ASUnit unit test framework
  • www.asunit.org
  • Smartfox Server multiuser application/game
    platform
  • www.smartfoxserver.com
  • free for up to 20 connections
  • Scaleform GFx nearly every platform and
    middleware engine
  • www.scaleform.com
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