Game Modifications

Transcription

Game Modifications
Seminar Game Development
Fakultät für Informatik, Institut für Softwaretechnologie
Johannes Sauer, 2007
Gliederung:
 Game Modifications
- Der Weg zur Development Suite
- Abstraktion in der Spieleentwicklung
- Komplettpaket: Der Game Maker
Game Development, Development Suites & Game Modifications
Johannes Sauer,2007
Gliederung:
 Development Suites
- Definition Game Modification
- Motivation und Beweggründe
- Arbeitsweise der Modder
- Werkzeuge der Modder
- Content Creation bei MMOGs
Game Development, Development Suites & Game Modifications
Johannes Sauer,2007
Der Weg zur Development Suite
 Abstraktion der Problemstellung
 Anschauliche Modellierung der Lösung
 Werkzeug: Objektorientierung
Game Development, Development Suites & Game Modifications
Johannes Sauer,2007
Abstraktion bei der Spielentwicklung
 Unterschiede Spiele - Software
 Code vs. Content-Creation
Game Development, Development Suites & Game Modifications
Johannes Sauer,2007
Organisation
Development-Team
Game Development, Development Suites & Game Modifications
Johannes Sauer,2007
Komplettpaket: Game Maker
 Modellierung durch Objekte
 BlackBox:
Laufzeitsystem mit Ein-/Augabe
Game Development, Development Suites & Game Modifications
Johannes Sauer,2007
Funktionsweise
Game Maker
Game Development, Development Suites & Game Modifications
Johannes Sauer,2007
Game Maker 6.1 Projektoberfläche
Game Development, Development Suites & Game Modifications
Johannes Sauer,2007
Definition Game Modification
 Beweggründe
 Umfang
 Ebene
Game Development, Development Suites & Game Modifications
Johannes Sauer,2007
Originalspiel:
Battlefield 1942
Game Development, Development Suites & Game Modifications
Johannes Sauer,2007
Modifikation:
Desert Combat
Game Development, Development Suites & Game Modifications
Johannes Sauer,2007
Originalspiel:
Half-Life 2
Game Development, Development Suites & Game Modifications
Johannes Sauer,2007
Modifikation:
Half-Life Chess
Game Development, Development Suites & Game Modifications
Johannes Sauer,2007
Motivation und Beweggründe:
 Ideell
- Spaß, Lerneffekt
 Materiell
- Aussicht auf Job, Einnahmen
Game Development, Development Suites & Game Modifications
Johannes Sauer,2007
Arbeitsweise der Modder:
 Abhängig von Beweggründen
 Adaption des Basar-Modells
Game Development, Development Suites & Game Modifications
Johannes Sauer,2007
Kathedrale
vs.
Basar
Notre-Dame de Paris, Frankreich
Game Development, Development Suites & Game Modifications
Basar in Luxor, Ägypten
Johannes Sauer,2007
Kathedrale
Betatests
Intern
Neue Versionen
Selten
Änderungen pro Release Umfangreich
Entwickler sind Anwender Nein
Nutzer
Passive Konsumenten
Entwicklungsort
Meist lokal
Entwicklungsarbeit
Möglichst zentral
Team
Game Development, Development Suites & Game Modifications
Basar
Offen
So oft wie möglich
Minimal
Ja
In Entwicklung eingebunden
Weltweit verteilt
Möglichst weit verteilt
Community
Johannes Sauer,2007
Werkzeuge für Modder:
 Development Suites
Game Development, Development Suites & Game Modifications
Johannes Sauer,2007
UnrealEd, Terrain-Editing
Game Development, Development Suites & Game Modifications
Johannes Sauer,2007
UnrealEd, Physics-Editing
Game Development, Development Suites & Game Modifications
Johannes Sauer,2007
UnrealEd, Animation-Editing
Game Development, Development Suites & Game Modifications
Johannes Sauer,2007
UnrealEd, Particeleffect-Editing
Game Development, Development Suites & Game Modifications
Johannes Sauer,2007
UnrealEd, Sound-Editing
Game Development, Development Suites & Game Modifications
Johannes Sauer,2007
UnrealEd, Scene-Editing
Game Development, Development Suites & Game Modifications
Johannes Sauer,2007
UnrealEd, Script-Editing
Game Development, Development Suites & Game Modifications
Johannes Sauer,2007
Content Creation bei MMOGs:
 Modding in das Spiel verlagern
 Spiele nur noch als Plattform
Game Development, Development Suites & Game Modifications
Johannes Sauer,2007
Second-Life
Game Development, Development Suites & Game Modifications
Johannes Sauer,2007
Second-Life, In-Game-Editoring: Worldbuilding
Game Development, Development Suites & Game Modifications
Johannes Sauer,2007
Second-Life, In-Game-Editoring: Scripting
Game Development, Development Suites & Game Modifications
Johannes Sauer,2007
integer counter;
Beispielscript aus Second-Life
default
{
state_entry()
{
llSay( 0, "Hello, Avatar! Touch to change color and size.");
counter = 0;
}
touch_start(integer total_number)
{
// do these instructions when the object is touched.
counter = counter + 1;
// choose three random RGB color components between 0. and 1.0.
float redness = llFrand( 1.0 );
float greenness = llFrand( 1.0 );
float blueness = llFrand( 1.0 );
// combine color components into a vector and use that vector
// to set object color.
vector prim_color = < redness, greenness, blueness >;
llSetColor( prim_color, ALL_SIDES );
// set object color to new color.
// choose a random number between 0. and 10. for use as a scale factor.
float new_scale = llFrand(10.0) + 1.0;
llSetScale(< new_scale, new_scale, new_scale > ); // set object scale.
llSay( 0, "Touched by angel number " + (string)counter);
}
}
Game Development, Development Suites & Game Modifications
Johannes Sauer,2007
Second-Life, Scriptbeispiel im Spiel
Game Development, Development Suites & Game Modifications
Johannes Sauer,2007

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