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Computer Games - PowerPoint PPT Presentation
Computer Games
Computer games – powerpoint ppt presentation.
- PhD in Mathematics 2000
- Assist. Prof. at CIS Temple since 2002
- 1985 Co-founder of Germanys first computer game company magic bytes
- Invented in an effort to keep visitors to the Brookhaven National Laboratories in New York from being bored
- table-tennis-like game that is displayed on an oscilloscope
- No CPU, all discrete circuits (analog)
- Believing that he hasn't invented anything, Higinbotham doesn't patent the device
- The Hardware
- Worlds first transistor based computer
- Output Device small round monitor that can display up to 12 characters per line
- Size like refrigerator
- Cost 120.000
- No CPU, no memory
- Discrete Circuits
- Games on cartridges, which actually were jumpers, which means you need just a little piece of metal to copy these games, lucky days for hackers !
- Input Device paddles (analog !)
- Graphics Stunning !
- The Odyssey only generates white dots or blocks on the television.
- To give the games some sort of setting, plastic screens (overlays) are stuck to the television using static cling.
- Eleven different overlays came with the Odyssey, in two sizes each. The smaller set was for 18-inch to 21-inch screens, the larger set fit 23-inch to 25-inch screens.
- Included overlays were for Tennis, Football, and the best known Simon Says. Also Table Tennis, which did not use an overlay.
- 1975 Pong becomes Home TV based game
- in 1974 atari employees propose a home version of 'pong',able to be hooked up to any tv set.
- in 1975 they cut a deal to sell the system under the sears tele-games label. the order is for 150,000 units
- bushnell has nowhere near the facilities to produce thatmany in the time sears wants them, so he taps a venture capitalist for a 10 million line-of-credit to expand. by christmas, atari's US100 home 'pong' console becomes sears biggest selling item, with reports of people waiting outside stores for hours to get one.
- dozens of manufacturers swarm out with myriad versions of home 'pong games. almost all of these machines are based on the new 'pong-on-a-chip' circuit developed by general instruments (here comes the big industry !).
- Some more names
- in 1972 Steve Jobs becomes an Atari employee.
- Jobs starts sneaking his good friend Steve Wozniak into the factory after hours for long playing marathons on the arcade machines.
- N. Bushnell wants the young Jobs to put together the hardware for 'breakout', yet another variation on 'pong. The game sports a black and white display, utilizing the old pre -1980 colored overlays on the screen to simulate color.
- S. Wozniak builds the machine 1976. The wayhis computer designs would introduce color to the worldof personal computers stems directly from his work on thearcade game.
- he uses his version of basic language to manipulate hiscomputer version of 'breakout', and is amazed how powerfula tool software is in creating games.
- later jobs approaches boss bushnell with the idea that ataricould produce the computer but with the new home 'pong'unit and looming financial problems already on his plate,bushnell passes on the project.jobs leaves atari soon after, and he helps himself to someelectronics that eventually end up integrated into the prototypecomputer woz and jobs create under the auspices of their newlyfounded APPLE computer company.
- Adventure Games cast the player as the protagonist of a story in which the player participates
- Solving of puzzles, finding various artifacts
- Textbased Adventures
- First adventures
- Typical use of verb-noun phraser
- Earliest titles Hunt the Wumpus (G. Yob, 1972, Basic Game) and Adventure (W. Crowther, 1972)
- Graphic Adventure
- Graphical (point and click) Interface
- Introduced by Sierra Onlines Kings Quest 1984
- Lucas Arts Maniac Mansion 1987
- Action Adventure
- The only commercially successfully remaining action genre
- Reflex Based as well as puzzle solving
- Most prominent The Legend of Zelda, Nintendo, 1986 (US 1987 on NES)
- Educational Games
- Attempt to teach the user using the game as a vehicle
- Mostly target young users
- Growing market !
- can also teach programming on a very high though entertaining level, e.g. Robot Wars
- Best known Carmen Sandiego
- Example Alpha Beth 1985
- Fighting (Beatem Up)
- Emphasize on one-on-one combat between (two) players
- Usually focus on martial arts
- Usually as dramatic and physically impossible as comical
- Sophisticated interfaces !
- Early title Way of the exploding fist, Melbourne House 1985 PLAY!
- First Person Shooter
- Emphasize shooting and combat from a specific perspective, most of them place player behind hand/weapon
- Tend to be scaringly violent
- 3D effect is usually enhanced by 3D-sound
- Most prominent DOOM, Quake, HALO
- First title
- SPASIM, 1974
- Space Simulation
- 3D 32 person network multiplayer game
- Written for Champaign Urbana University of Illinois PLATO network
- The PLATO system had hundreds of plasma panel terminals (512512 graphics displays) around the US with 1200bps connections into a CDC Cyber 6400 mainframe
- Battlezone, ATARI, 1980
- Rescue on Fractalus
- Activision,1986, Spectrum Version
- Id software,1993
- Xbox,Bungie Studios,2001
- FPS introduced a new technique to game programming 3D engines, independent from game rules, logic and final graphics are utilized for multiple games
- FPS are the most controversive games, due to their realism and violence, e.g. the Columbine Highschool Shooting was put in connection with them
- The combination of AI, real time graphics, physical modelling makes them the most sophisticated programs the gaming area
- (Massive Multiplayer Online Games)
- Subscription based virtual worlds for thousands of players to interact together
- Titles Ultima Online, Everquest etc.
- Platform Games
- Probably the best known genre, the computer game
- Running, jumping etc. on 2D or 3D platform
- Side-scrollers, usually (2d) from a side perspective.
- Most prominent Mario Brothers, Donkey Kong, Lode Runner, Sonic,
- PUZZLE Games
- Require the gamer to solve logic puzzles or navigate complex locations such as mazes.
- Genre crosses frequently with adventure and educational games
- Titles Tetris, Sokoban, Boulderdash,
- RACING GAMES
- Place player in the driver seat of vehicle
- Emerging in early 80s
- Extremely popular
- Various input devices
- Titles OutRun, MarioKart,
- Role Playing
- Player acts as adventurer who specializes in certain skills
- Emerged from board (pencilpaper) role playing games
- Usually science fiction or fantasy setting
- Titles Ultima, Diablo,
- Written in basic
- 3000 lines of code
- Memory takes less than one texture in current version
- Fixed Shooters
- The classic 2D shooters
- Space Invaders, Galaga, R-Type,
- Aim to simulate a specific activity (e.g. flying an airplane / running a company) as realistically as possible
- Usually time consuming to play, huge manuals etc.
- Titles Little Comp. People, MS Flight Sim., The Sims, Medieval,Warcraft,
- The SIMS is the most popular game ever !
- Focus on careful planning and skillful resource management
- Thinking games
- Often turn based
- Usually war strategy
- Titles M.U.L.E., Civilization, War Craft,
- Civilization 1
- Sid Meier, Microprose,1991, DOS
- WarCraft III
- Blizzard, 2003, PC
- Traditional
- Board Games
- Requirements of Genres
- Computational power
- Graphical abilities (color, resolution)
- Graphic. comp. Power (Co-processing graphic cards)
- Input / output devices
- Physical Modelling
- Sophisticated Data Structures
- Playability
- User Interface
- Game design
- Program Design
- Visual Design
- Audio Design
- Business Management
- Mission Elevator
- Publisher Magic Bytes
- Number of full-time developers 0
- Number of part-time developers 3
- Length of development 14 months
- Release date 1985
- Target platform Amstrad CPC, C64
- Development hardware Amstrad CPC, C64
- Development software used Paper and Pencil, selfmade assembling help, some BASIC tools
- Project size 48kB
- Budget 10.000 (for conversion to diff. Systems)
- Grand Monster Slam
- Publisher Magic Bytes/Rainbow Arts
- Number of full-time developers 6
- Number of part-time developers 1
- Length of development 8 months
- Release date 1989
- Target platform AMIGA, ATARI ST, C64
- Development hardware proprietary ATARI ST connected to AMIGA
- Development software used Graphic Tools, SEKA Assembler
- Project size 4MB
- Budget 100.000
- SPLINTER CELL
- Publisher Ubi Soft
- Number of full-time developers 76
- Number of contractors18
- Length of development 5 months
- Release date March 28, 2003
- Target platform PlayStation 2
- Development hardware PS2 dev tools, PCs avg.
- Athlon dual 1800
- Development software used Unreal Warfare, Code Warrior, 3D Max, Photoshop, Ubi's animation tools, Optpix, Microsoft Visual SourceSafe
- Project size 3.47GB
- STAR WARS Rogue Leader
- Publisher Lucas Arts Entertainment
- Number of full-time developers 30
- Number of contractors 2
- Estimated budget 3.5 million
- Length of development 9 months
- Release date November 8, 2001
- Platform Nintendo Gamecube
- Development hardware used GDEV 1GHz PC, running Windows 2000
- Development software used SN Systems for Gamecube, Slickedit, Maya
- Notable technologies MusyX 2.0
- Project size 14.2MB of source in 859 files, in-game source data 6.4GB in 10,075 files
- Publisher Blizzard Entertainment
- Full-Time Developers 40
- Length of Development 3 years.
- Release Date June 28, 2000.
- Platforms PC and Macintosh.
- Hardware Used Typical programmer workstation 500 MHz Pentium II running Windows NT with 128MB RAM and 9GB hard drive. Typical artist workstation dual 500 MHz Pentium IIs running Windows NT with 256MB RAM and 14GB hard drive.
- Software Used 3D Studio Max, Photoshop, Microsoft Developer Studio/Visual Studio and SourceSafe
- From Diablo2 what went wrong
- (http//www.gamasutra.com/features/20001025/schaef er_03.htm)
- We developed the original Diablo with almost no proprietary tools at all. We cut out all the background tiles by hand and used commercial software to process the character art. Spells and monsters were balanced by verbal estimates ("Hey, lets make the lightning about ten percent weaker."). Diablo II's vastly increased scale required much better tools, and we made some, but not enough.
- Whats in for
- Salary Survey 2003
- (from GAME DEVELOPER Magazine)
- websourcehttp//www.gamasutra.com/features/200402 11/olsen_01.shtml
- Questioning among GAME DEVELOPER subscribers
- About 2750 responses used for survey
- Excluded lt10.000, gt300.000
- The SOAR Quakebot
- (John Laird, University of Michigan)
- Human Like expert computer player designed to play Quake II deathmatch
- Main goal simulation of human behaviour in games
- Adding anticipation to classical AI behaviour
- Built on SOAR, best to be described as AI engine
- Soar reasoning code runs on a separate computer
- Socket I/O code communicates perceptions and actions between the game and Soar
- SOAR controls a single player
- The perceptual information and motor commands available to the bot are similar to those available to a human
- To navigate a level, the bot explores it building a map based on range data to the walls
- Robots were non autonomous
- Problem limited view of camera makes it hard to operate
- Automatic map building is crucial to operate robots and to memorize path to victims even if robot is not autonomous !
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