ICS 699 – Sony PlayStation Diversion Programming Venture.


76 views
Uploaded on:
Description
ICS 699 – Sony PlayStation Amusement Programming Venture. - Matthew Sharritt. Outline. What is LEARNU? Objectives of the Venture How the Task Began Diversion Plan Standards My Last Venture Exhibit Conclusion. What is LEARNU. Lab of Edutainment Models for Progressive New Uses
Transcripts
Slide 1

ICS 699 – Sony PlayStation Game Programming Project - Matthew Sharritt

Slide 2

Overview What is LEARNU? Objectives of the Project How the Project Started Game Design Principles My Final Project Demonstration Conclusion

Slide 3

What is LEARNU Lab of Edutainment Architectures for Revolutionary New Uses LEARNU is a University\'s lab of Hawaii, Department of Information and Computer Sciences that investigates the progression of PC and data sciences and training in present day diversion console stages. Concentrate on ‘Edu-tainment’: Education & Entertainment Developer packs gave from SquareSoft-permitting us to create PlayStation Applications Project of Instructor David Nickles

Slide 4

How the Project Started SquareSoft going out of business… www.squareusa.com Donation of PSX advancement units PlayStation is a broadly utilized and generally accessible stage, which is anything but difficult to use by individuals of all ages, and is incredible for sight and sound applications

Slide 5

What the Lab Looks Like...

Slide 6

Game Design Techniques were contemplated, from the book “Game Design, Theory and Practice” by Richard Rouse III Game Design standards were considered, and connected to our undertakings

Slide 7

Some ‘Good’ Game Design Principles Challenging Bragging Rights Good Graphics and Sounds Room for Fantasy/Immersion Consistency Accomplishable Tasks Humor Artificial Intelligence

Slide 8

A Challenging Game Steady increment in trouble First level simple, later levels hard Makes the diversion speaking to gamers of distinctive expertise levels-tenderfoots and specialists

Slide 9

Bragging Rights I got the most noteworthy score! Pac-Man style of getting to the most elevated amount conceivable and acquiring the most astounding score A decent diversion will have individuals gloating to their companions about the score they accomplished

Slide 10

Good Graphics/Sounds Many great amusements before, however they had substantially less intense equipment Resulted in more straightforward recreations than today Still enjoyable to play, yet can’t contrast and the most recent recreations out today Good sounds and design add authenticity to the amusement

Slide 11

Fantasy/Immersion Good amusements retain the individual playing the amusement Gamers can fantasize that they are on the planet that the diversion presents Gamer is unconscious of the hours flying by

Slide 12

Consistency Gamers expect a steady interface and amusement play Not taking after this tradition will disappoint the amusement player Switching the amusement ‘rules’ mid-stream will leave gamers griping about the amusement software engineers

Slide 13

Accomplishable Tasks in the amusement ought to be something that is practical for the gamer to achieve Gamer shouldn’t get pitifully adhered Gamers hope to come up short, else it wouldn’t be testing

Slide 14

Humor Fun diversions can be interesting I attempted to do this with adding a South Park topic to my diversion Characters are entertaining enormous head/little bodies, like South Park topic You may perceive a characters\' portion...

Slide 15

And Finally... AI Artificial Intelligence-needs to coordinate the multifaceted nature of the amusement Often alluded to as ‘Artificial Stupidity’ Can be straightforward, the length of the diversion play doesn’t get excessively unsurprising

Slide 16

My Final Project I dealt with a few undertakings throughout the year, and I will introduce my last venture for this semester Is a shooter-style amusement goal is to murder your rival before he executes you There is a catch in the diversion the orange figure in the snow-suit (Kenny) is your companion, and you can\'t shoot him

Slide 17

My Final Project Game permits you to duck behind a divider Several unique levels, with distinctive foes and settings Several trouble levels Upon restarting so as to pass a trouble level, you proceed on a higher trouble level

Slide 18

My Final Project Gun shot impacts, for example, seeing weapon flashes, having diverse firearm sounds for shooting or being shot at, and having a red blaze on the screen when you are hit Characters in the amusement take after an irregular AI, through a state machine Game is played utilizing the PlayStation light weapon

Slide 19

Let’s See It! I’ll switch to a demo of my amusement...

Slide 20

Conclusion As a long lasting gamer, I had a considerable measure of fun concentrating on what components make a diversion fun Creating amusements sans preparation, and doing the outline\'s majority yourself is exceptionally remunerating End item is a fun, playable amusement that can be indicated to your companions I would prescribe cooperation in the PlayStation lab to anybody with an enthusiasm for gaming and programming configuration

Slide 21

References Rouse III, Richard. Amusement Design: Theory and Practice . Plano, TX:

Recommended
View more...