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