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CIS 350

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CIS 350 I Game Programming Instructor: Rolf Lakaemper Game Industry Grand Monster Slam Publisher: Magic Bytes/Rainbow Arts Number of full-time developers: 6 ... – PowerPoint PPT presentation

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Title: CIS 350


1
CIS 350 I Game Programming Instructor Rolf
Lakaemper
2
Part II Game Genres
3
Genres

ADVENTURES
4
Genres
  • Adventure Games cast the player as the
    protagonist of a story in which the player
    participates
  • Solving of puzzles, finding various artifacts
  • Sub-genres
  • Textbased
  • Graphical
  • Action

5
Genres
  • Textbased Adventures
  • First adventures
  • Typical use of verb-noun phraser
  • Earliest titles Hunt the Wumpus (G. Yob, 1972,
    Basic Game) and Adventure (W. Crowther, 1972)

6
Genres

Hunt the Wumpus Essentially, you're wandering
through a network of numbered caves, looking for
the Wumpus when it's nearby, you'll smell it,
and you can try to kill it by shooting into one
of the caves that's near you. If you wander into
the same cave as the Wumpus, you die. Other
hazards include bats--which pick you up and dump
you somewhere else--and pits, which kill
you. source code !
7
Genres

or ZORK (1981)
8
Genres

Hybrid Text / Graphic The Hobbit
(1982) spectrum emulator
9
Genres
  • Graphic Adventure
  • Graphical (point and click) Interface
  • Introduced by Sierra Onlines Kings Quest 1984
  • Lucas Arts Maniac Mansion 1987

10
Genres

Kings Quest I (by Roberta Williams)
11
Genres
  • Action Adventure
  • The only commercially successfully remaining
    action genre
  • Reflex Based as well as puzzle solving
  • Most prominent The Legend of Zelda, Nintendo,
    1986 (US 1987 on NES)

12
Genres

Legend of Zelda, NES 1987
13
Genres

Legend of Zelda The Wind Waker, Game Cube 2004
14
Genres
  • Educational Games
  • Attempt to teach the user using the game as a
    vehicle
  • Mostly target young users
  • Growing market !
  • can also teach programming on a very high though
    entertaining level, e.g. Robot Wars
  • Best known Carmen Sandiego

15
Genres
  • Example Alpha Beth 1985
  • PLAY

16
Genres
  • Fighting (Beatem Up)
  • Emphasize on one-on-one combat between (two)
    players
  • Usually focus on martial arts
  • Usually as dramatic and physically impossible as
    comical
  • Sophisticated interfaces !
  • Early title Way of the exploding fist,
    Melbourne House 1985 PLAY!

17
Genres

Way of the exploding fist, Melbourne House
1985, Sinclair Spectrum Version
18
Genres

Mortal Combat Deadly Alliance, Midway,2002,
XBOX
19
Genres
  • First Person Shooter
  • Emphasize shooting and combat from a specific
    perspective, most of them place player behind
    hand/weapon
  • Tend to be scaringly violent
  • 3D effect is usually enhanced by 3D-sound
  • Most prominent DOOM, Quake, HALO
  • First title

20
Genres
  • SPASIM, 1974
  • Space Simulation
  • 3D 32 person network multiplayer game
  • Written for Champaign Urbana University of
    Illinois PLATO network
  • The PLATO system had hundreds of plasma panel
    terminals (512512 graphics displays) around the
    US with 1200bps connections into a CDC Cyber 6400
    mainframe

21
Genres
  • Battlezone, ATARI, 1980

22
Genres
  • Rescue on Fractalus
  • Activision,1986, Spectrum Version

23
Genres
  • DOOM
  • Id software,1993

24
Genres
  • HALO
  • Xbox,Bungie Studios,2001

25
Genres
  • FPS introduced a new technique to game
    programming 3D engines, independent from game
    rules, logic and final graphics are utilized for
    multiple games
  • FPS are the most controversive games, due to
    their realism and violence, e.g. the Columbine
    Highschool Shooting was put in connection with
    them
  • The combination of AI, real time graphics,
    physical modelling makes them the most
    sophisticated programs the gaming area

26
Genres
  • MMOGs
  • (Massive Multiplayer Online Games)
  • Subscription based virtual worlds for thousands
    of players to interact together
  • Titles Ultima Online, Everquest etc.

27
Genres

Everquest
28
Genres
  • Platform Games
  • Probably the best known genre, the computer
    game
  • Running, jumping etc. on 2D or 3D platform
  • Side-scrollers, usually (2d) from a side
    perspective.
  • Most prominent Mario Brothers, Donkey Kong, Lode
    Runner, Sonic,

29
Genres

Jumpman 1983, ATARI 400
30
Genres

Donkey Kong Nintendo, 1981
31
Genres

Mario Bros Nintendo, 1983
32
Genres

Super Mario Bros Nintendo, 1985
33
Genres

Mission Elevator Micro Partner/Magic Bytes 1986
34
Genres

Mission Elevator (Graphics by Bettina Wiedner)
35
Genres

Donkey Kong Country 2 Game Cube, 2003
36
Genres

Super Mario Sunshine Nintendo Game Cube, 2002
37
Genres
  • PUZZLE Games
  • Require the gamer to solve logic puzzles or
    navigate complex locations such as mazes.
  • Genre crosses frequently with adventure and
    educational games
  • Titles Tetris, Sokoban, Boulderdash,

38
Genres

Tetris 1985 Alexey Pazhitnov, Vadim Gerasimov
39
Genres

Boulderdash 1987 Databyte
40
Genres
  • RACING GAMES
  • Place player in the driver seat of vehicle
  • Emerging in early 80s
  • Extremely popular
  • Various input devices
  • Titles OutRun, MarioKart,

41
Genres

OutRun SEGA, 1986
42
Genres

MarioKart Double Dash Nintendo, 2004
43
Genres
  • Role Playing
  • Player acts as adventurer who specializes in
    certain skills
  • Emerged from board (pencilpaper) role playing
    games
  • Usually science fiction or fantasy setting
  • Titles Ultima, Diablo,

44
Genres
  • ULTIMA 1
  • 1980
  • Written in basic
  • 3000 lines of code
  • Memory takes less than one texture in current
    version

45
Genres

ULTIMA 1, 1980
46
Genres

ULTIMA 9, 1999
47
Genres
  • Fixed Shooters
  • The classic 2D shooters
  • Space Invaders, Galaga, R-Type,

48
Genres

Space Invaders Galaga
49
Genres
  • Simulation
  • Aim to simulate a specific activity (e.g. flying
    an airplane / running a company) as realistically
    as possible
  • Usually time consuming to play, huge manuals etc.
  • Titles Little Comp. People, MS Flight Sim., The
    Sims, Medieval,Warcraft,
  • The SIMS is the most popular game ever !

50
Genres

Little Computer People Activision, 1985, C64
51
Genres

The SIMS Bill Wright,Maxis, 2000
52
Genres

Sports Well, sports simulation, of course.
53
Genres

Winter Games EPYX, 1983,C64
54
Genres
  • Strategy
  • Focus on careful planning and skillful resource
    management
  • Thinking games
  • Often turn based
  • Usually war strategy
  • Titles M.U.L.E., Civilization, War Craft,

55
Genres
M.U.L.E EA, 1983

56
Genres
  • Civilization 1
  • Sid Meier, Microprose,1991, DOS

57
Genres
  • WarCraft III
  • Blizzard, 2003, PC

58
Genres
  • Traditional
  • Board Games
  • Card Games
  • ETC

59
Genres
  • Requirements of Genres
  • Hardware
  • Computational power
  • Graphical abilities (color, resolution)
  • Graphic. comp. Power (Co-processing graphic
    cards)
  • Memory
  • Sound
  • Input / output devices


60
Genres
  • Software
  • AI
  • Physical Modelling
  • Sophisticated Data Structures


61
Genres
  • Design
  • Story
  • Playability
  • User Interface
  • Realism

62
Genres

AD T AD G AD A Edu FIGHT FPS MMOG PLATF PUZZLE RACING RPG FXDSH SIM SPORTS STRAT TRAD
Comp. power
Graphic. abilities
Graphic. Comp. power
Memory
Sound
Special I/O devices
AI
Physical Modelling
Sophisticated Data Structures
Story
User Interface
Realism
X X X X X X X X X
X X X X X X X X X X X X
X X X X X X X
X X X X X X
X X X X X X X
X X X X X
X X X X X X X X ?
X X X X X X
X X X X X X X ?
X X X X X
X X X X X X X X X X X X X X X X X
X X X X X X
X X X X X X X X X X X X X X X X ?
PLAYABILITY
63
Genres

Which genre is the easiest to design and program
?
64
Game Industry
Some numbers out of the world of the Game
Industry (source www.gamasutra.com)

65
Game Industry
  • Mission Elevator
  • Publisher Magic Bytes
  • Number of full-time developers 0
  • Number of part-time developers 3
  • Length of development 14 months
  • Release date 1985
  • Target platform Amstrad CPC, C64
  • Development hardware Amstrad CPC, C64
  • Development software used Paper and Pencil,
    selfmade assembling help, some BASIC tools
  • Project size 48kB
  • Budget 10.000 (for conversion to diff. Systems)

66
Game Industry
  • Grand Monster Slam
  • Publisher Magic Bytes/Rainbow Arts
  • Number of full-time developers 6
  • Number of part-time developers 1
  • Length of development 8 months
  • Release date 1989
  • Target platform AMIGA, ATARI ST, C64
  • Development hardware proprietary ATARI ST
    connected to AMIGA
  • Development software used Graphic Tools, SEKA
    Assembler
  • Project size 4MB
  • Budget 100.000

67
Game Industry
  • SPLINTER CELL
  • Publisher Ubi Soft
  • Number of full-time developers 76
  • Number of contractors18
  • Length of development 5 months
  • Release date March 28, 2003
  • Target platform PlayStation 2
  • Development hardware PS2 dev tools, PCs avg.
  • Athlon dual 1800
  • Development software used Unreal Warfare, Code
    Warrior, 3D Max, Photoshop, Ubi's animation
    tools, Optpix, Microsoft Visual SourceSafe
  • Project size 3.47GB
  • Budget ?

68
Game Industry
  • STAR WARS Rogue Leader
  • Publisher Lucas Arts Entertainment
  • Number of full-time developers 30
  • Number of contractors 2
  • Estimated budget 3.5 million
  • Length of development 9 months
  • Release date November 8, 2001
  • Platform Nintendo Gamecube
  • Development hardware used GDEV 1GHz PC,
    running Windows 2000
  • Development software used SN Systems for
    Gamecube, Slickedit, Maya
  • Notable technologies MusyX 2.0
  • Project size 14.2MB of source in 859 files,
    in-game source data 6.4GB in 10,075 files

69
Game Industry
  • DIABLO 2
  • Publisher Blizzard Entertainment
  • Full-Time Developers 40
  • Length of Development 3 years.
  • Release Date June 28, 2000.
  • Platforms PC and Macintosh.
  • Hardware Used Typical programmer workstation
    500 MHz Pentium II running Windows NT with 128MB
    RAM and 9GB hard drive. Typical artist
    workstation dual 500 MHz Pentium IIs running
    Windows NT with 256MB RAM and 14GB hard drive.
  • Software Used 3D Studio Max, Photoshop,
    Microsoft Developer Studio/Visual Studio and
    SourceSafe


70
Game Industry
  • DIABLO 2
  • From Diablo2 what went wrong
  • (http//www.gamasutra.com/features/20001025/schaef
    er_03.htm)
  • We developed the original Diablo with almost no
    proprietary tools at all. We cut out all the
    background tiles by hand and used commercial
    software to process the character art. Spells and
    monsters were balanced by verbal estimates ("Hey,
    lets make the lightning about ten percent
    weaker."). Diablo II's vastly increased scale
    required much better tools, and we made some, but
    not enough.

71
Game Industry
  • Whats in for
  • YOU ?

72
Game Industry
  • Salary Survey 2003
  • (from GAME DEVELOPER Magazine)
  • websourcehttp//www.gamasutra.com/features/200402
    11/olsen_01.shtml
  • Questioning among GAME DEVELOPER subscribers
  • About 2750 responses used for survey
  • Excluded lt10.000, gt300.000

73
Game Industry

Programming
74
Game Industry

Art Animation
75
Game Industry

Game Design
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