Survey
* Your assessment is very important for improving the workof artificial intelligence, which forms the content of this project
* Your assessment is very important for improving the workof artificial intelligence, which forms the content of this project
DESIGN TOOLS FOR GAME MAKING GAME PLAY MODES / FLOWBOARDS TASKS AND TIPS Task1: Complete a flowboard showing game play modes for a game supplied by the teacher called clickball_interactive Task2 (summative): Complete a flowboard showing game play modes for the game you have chosen to critique. 1) Game play mode consists of three things: Challenges / Actions – describe the challenges facing the player and the actions the player may take Perspective – camera point of view (looking down, side on), eg. street race is looking down, Mario is side on Interaction Model – avatar (a character) or omnipresent, eg. Mario is an avatar, clickball is omnipresent 2) Flowboard is a series of boxes, draw a new box each time the game play mode changes Examples: in PacMan after you eat a star you can then chase the monsters, since the Challenges / Actions change then you add a new box to your flowboard. in a car game you first adjust your car and then you race your car 3) Start your drawing / flowboard in the middle of the game play and branch out from there, forwards and backwards. This is a better way of doing it than starting at the beginning of the game. Flowboard is a branching design tool not a linear design tool. Good games branch. 4) Write down the important Challenges / Actions, Perspective and Interaction Model next to or inside the flowboard boxes 5) The word flowboard comes from a combination of a flowchart and storyboard. The flowchart shows the branching and the storyboard shows pictures of the game. (if you can’t fit it all on one sheet then use multiple sheets) 6) Flowboards are not the same as Levels, if the gameplay doesn’t fundamentally change on different levels then don’t draw new boxes. If the gameplay does fundamentally change on the same level (see Pacman example) then do add new boxes. 7) Transition lines may have single arrows or double headed arrows. Double headed if you can return to the previous state. 8) All transition lines should be annotated saying how the transition is made, eg. press F1 to go to Game Information Room 9) Do some rough drafts using pencil and paper. Final copy using Inspiration or CMap. Bill Kerr, March 2005