Unit 71 Task 1: Object Oriented Design for Computer Games


Unit 71: Object Oriented Design
for Computer Games.
Safa Radwan

In this article, I will be talking about design in objects for computer games.

Concept and principles

Simplified understanding
It is very important not to over complicate things when creating games. You want to make it easier for new players to understand the controls and get used to the game. Usage of things like mini-maps are useful, because they can help the player navigate – especially when they are first starting out and don’t know where to go.

Reusability
Why re-use assets? Well it can save time, money, and modelling new objects can sometimes be unnecessary. Players won’t notice a few barrels or boxes that have been copied, however re-using some assets are not appropriate, like boss characters or the main character.
 

Maintenance
A maintenance refers to the action of a game being unavailable for a short period, usually to fix bugs. Many games go through this, typically this will happen a lot in MMO’s or online games, as new features are constantly being added and patches need to be constantly added.

Efficiency
Efficiency depends on how well the game runs. Some games, due to high graphics and too many assets on screen can drop the frame rate significantly. However, with today’s technology, current game consoles, and even PCs and mobile phones are becoming more powerful, and abled to efficiently run games at a high quality with lots of models and animation.

Real world modelling
This is a modelling technique, used to model the world in a photorealistic fashion. In games, it is used to make the initial models in the early stage of game modelling.

Collaboration and sharing
…Are important in developing games, sharing ideas can help bring in new ideas, and improve the ones you already have. It also can speed up the process, by having one person focus on one part of the game, and while the other person can put their effort into other part of game development.

Communication
This is used in multiplayer games, for example a common function would be to press ‘T’ and a menu pops up, letting you type a message and communicate with other players.

Quality assurance
To test the quality of a game, game developers can hire play testers, to play their game and test for bugs. Some developers have what’s called an open or closed beta. Closed beta are for a select group of people who are allowed playtest the game, while open betas are open to the public to play.

Game objects

Sprites
These are commonly used in 2D games, they can be pixel, or vectors. Some games even have their sprites drawn by hand. Each sprite frame is created to give the effect of animation, for example, picture below are the many different frames of a sprite, and what their frames represent the action the want to do.



Characters
For 2D games, characters are represented by sprites that we get to control. For 3D games, a modelled character is needed, and we view them in third person (behind their shoulder), however some 3D games are starting to move into first person (this is the standard in first person shooters), when the character is hardly ever seen, and we only view the world in their eyes.

Weapons
These are game objects we can interact with, they come in different shapes and sizes, however the most common weapon in games are swords and guns;

Rooms
In video games, some will have different rooms/levels separated by a loading screen, but games today are starting to be more open world, letting players explore more of their own free will. However, there are always rooms that will be on their own, separated by a loading screen, for example, Skyrim is an open world game, however, all towns, shops, and most other buildings and not able to enter straight away – the player must be loaded in.
 

Walls
…Stop the player from entering places that either they shouldn’t be able to reach yet, are on the end of the map, or because the game need to load in textures and objects, thus they are hidden behind a wall.


Scenery
These are objects and textures that stay behind in the background, and help to give the player an understanding of where they are. Some games, the scenery’s just in the background, while the player runs in front of it, while other games, allow you to travel to objects in the scenery, and interact with them.

Instances
These are game objects that represent a stat, for example health, or stamina, that is will constantly be used throughout the game. They can go up or down, for example when you are attacked, you lose health, or when you use an item to regain it, your health goes up.

Rewards
…Are given to a player when they accomplish a task, or complete a level. Examples of rewards include; bonuses – for example if you land a critical hit in Pokémon, you attack with a bonus of 100%. An example of a power-up, is if Pac-man eats a Power Pellet, he gains the ability to eat ghosts.

Object properties

Objects in games each have their own function and purpose, for example, in some games, when the player runs outside of the game map, the game might stop or reset the level.


Other types of object properties include visual aesthetics, like size.
Size for example, determines if how big or small objects are. The player character is a usually a small model, in comparison to a world of huge environments filled with mountains, houses, trees and other obstacles.

Sound is also one, like when you are hit by an enemy the character is programmed to create a sound, this helps the player know when they are being attacked, and creates immersion.

Speed & movement. Games normally let the player default in to a jog, and then a sprint, at the cost of stamina.

Health & lives. So that games have some challenge, player’s lives are limited. For example, some games, like Super Meat Boy, make it so that as soon as you are hit, you must go back to your last checkpoint, while GTA lets you take some hits before you die. Mario games let you restart to the nearest check point, however after you run out of lives, you are forced to restart the level.

Actions and events

Mouse and keyboard events.
In real life, when you shoot a gun at a wall, it will leave bullet marks, however it is up to the developer if they want to follow the physics and mechanics of real life, or not implement them into the game.

(Player in TF2 uses weapon to leave a trail of bullets across the wall)

Create & destroy
Create is used to either bring a pre-made model/asset into the game, or create a new one from scratch. Destroy is for deleting the asset or model from the game.

The act of two objects running into each other, is called collision. They don’t clip through each other because collision is there to stop them. This also stops the player from walking through walls, or falling through the fall.

Timers
These are used, to play out scripted events, for example, when a player triggers an event, such as a door opening, it might create an event, and when the timer hits zero – an action will occur (like an NPC appearing or a cut-scene playing out).

Scoring
Used in games to give the player a sense of accomplishment, and recognition. Usually the game will reward you points for killing enemies, or, like in Little Big Planet, at the end of the level, you are given a scoreboard and depending on how many points/bubbles you’ve collected, you are given a score.

Inheritance
When coding games, objects can be labelled as ‘parent’, and under them, you can create objects labelled as ‘child’. The child will inherit all the properties and behaviours of the parent, but can also move on their own, independently.

Over riding events, are used when an event on the parent object is changes, which then in turn causes the child object to override.

This concludes my article for object orientated design, in video games.

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