
Taipei Ludographic
Game Design Workshop
Symbolic Theory of Game Design
Extensive Theoretical Model
Implementation
Class design for games
- Map inter-relationship to object behaviours in the real world
- Realtime loop fundamental to design
- Passive and active objects define which direction for peer
class calls
pitcher.pitch(ball); // pitcher controls ball - works well
ball.pitchedby(pitcher); // ball is telling pitcher what to do!!
Bottlenecks
- collisions
- writing to the screen
- design game classes to avoid object method passing and virtual
funcs/runtime binding in these processes
- eg derive all classes from static 'collision map' to optimise
collmap tests
Tweaking
- design code with 'difficulty' variables that are not co-dependent
- eg sprite_speed and game_speed separated so can be tweaked
individually
Developing a game in java
- java
Graphics class
- clipRects are nested
- use
g.create() to make new graphics device with
no clipping
- no 'blit' function
- Netscape doesn't automatically pass events
- ask user to click in applet as part of design
- my
cSprite class
MediaTracker class
- native libraries
- Event model
- Use
final specifier where possible to allow inlining
- Threads and performance
back to online games
Email Brian David Phillips at phillips@cc.nccu.edu.tw.