Tuesday 31 January 2017

Unit 71: Object-Oriented Design for Computer Games



Unit 71: Object-Oriented Design for Computer Games


          Areas to talk about;

game objects: sprites; characters; weapons; rooms; walls; scenery; instances; rewards; example, bonuses, power-ups.

object properties: colour; size; speed; movement; sounds; health; lives;

Actions and events: mouse and keyboard events; creates; destroy; collision; timers; scoring;

inheritance: parent; child; inherited behaviours and properties; overriding events;


GAME OBJECTS:

Sprites: 

Sprites are a two-dimensional bitmap that has been integrated into a larger scene. when they were first made sprites were referred to as independent objects that are composited together.

Characters: 

Encapsulation - Encapsulation is capturing and then keeping data safe and secure from outside interfaces.

Inheritance - this is the process by which a class can be derived from a base class with all the features of the base class and in addition with a few of its own. this will increase code re-usability.

Polymorphism - this is the format to exist in various forms, for example an operator can be overloaded so as to add two integer numbers and two floats.

Abstraction - the ability to represent data at a very conceptual rate without any details.

Weapons: 

Halo - in the game halo the weapons you have are endless with different shapes and sizes such as the magnum the smallest gun and then you have the rocket launcher and gravity hammer the biggest and most powerful guns.

Doom - Doom is the same with small and big guns but in Doom you get small guns that pack a real punch such as the super shotgun it is a sawed of shotgun that is also super powerful you also get a gun called the BFG the most powerful gun in the game.

Bloodborne and souls series - in demon souls and dark souls you get a variety of weapons to choose from such as daggers, long swords, hammers, spears, bows and greatswords all of these weapons can be upgraded to make them more powerful, but in bloodborne you get swords, hammers, saws and guns such as pistols, blunderbuss and a cannon because you can never have enough kick in a gun.

what all these games have in common is that they use weapons such as guns and swords in halo you cannot upgrade your weapon so you're stuck with the same weapon throughout the game but you can pick up different weapons along the way as you progress through the story, in Doom you unlock the weapons in each passing level that you complete and while you make your way through the level you can upgrade your gun adding different upgrades such as a grande launcher or a mounted shotgun giving you different type to choose from and allowing new ways to play, now in Bloodborne and dark souls you only have swords, daggers, hammers, great hammers, great swords, bows and guns all of which can be upgraded but for each weapon you have it changes the pace of the game for example if you have s long sword you can equip a shield and take on enemies one on one and plan strategy's where is you have a great sword or a great hammer you might just run in without thinking maybe you could take them out quickly without them knowing, in dark souls if you have a bow you can take them out from afar just shooting fire, large or normal arrows at them the large arrows cause the most damage but in bloodborne your have a gun that isn't ment for damage its ment for parrying meaning when the target comes in for an attack if you time it just right you'll be able to cause a critical strike dealing a massive amount of damage.

Room:

in rooms you can get different types of objects, all rooms are sometimes the same, there can be different things in the room or there can be different items in the room, rooms can be randomly generated causing most rooms to never be the same but on the off chance some designers can be a little lazy and just copy and paste the same room a few times or they just decide to use the same room all the time because they just dont want to change anything meaning items or parts of the room will be the same, for the creators who decide to change the room each time you get a sense of change and randomness because you can never tell what the creator has put in the next room causing you to think about your next move.

Walls:

In object-oriented design the wall is made to of course keep a room together or block something off or its to stop you from getting something until later like an over-powered weapon or s super cool power up, sometimes in games they leave secrets doors or leave a window or crack so you can see through it to see some enemies or just a plain background.

Scenery:

In object-oriented design scenery can be a lot of things from a grain of sand too a cloud in the sky, scenery is all the objects you can find around you like the grass, tress, sand, the sea, this acts as surroundings to show off effects and prove how well the designer has taken time to make sure how much time he has taken to show off his skill.

Instances/class:

class - is a blueprint or a template that was designed to create objects in a game, a class will consist of constructors, field, static field, method and static method. constructors are used to create new instances of a class, field is used to maintain the state  of a class (eg: name of certain object), method is used to show the behaviour of a class (eg: how the object is going to roll over).

Instances - is a special copy of the class that's representing the object. When a new instance of that class is created, the JVM will allocate a room of memory for that class instance.

Rewards/bonuses/power-ups:

Bonuses - in games you can get bonuses or rewards, take overwatch you can get loot boxes to unlock skins,sprays, emotes and many more prizes and in halo you can unlock armour by completing missions and unlocking achievements to get special armour and if you got over 1500 gamerscore on halo you would unlock the special katana that would be on your back in multiplayer.

Power-ups - in halo and doom you can get power-ups such as damage boost, speed boost and over-shield these can help you out in the story mode or in multiplayer to turn the tide of a game, in overwatch you get something called an ultimate that takes time to charge up but once it is fully charged you can unleash a power ult that can wipe the whole enemy team if timed right.

OBJECT PROPERTIES:

Colour: 


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