Inhalt des Dokuments
Game Programming (ss2012)
Instructor: | Dr. Bernd
Bickel |
---|---|
Contact | Olivier Rouiller, Johannes
Giering, Thomas Bedenk |
Course
structure: | Project - 6 SWS |
Room: | E-N 719 |
Date: | Thursday 10am - 12am
Start: 12 Apr 2012 End: 12 Jul 2012 |
Description: | The course will be held
together with Thomas Bedenk, Game Designer, and Johannes Giering, Lead
Programmer, from Brightside Games, an independent games development
studio based in Berlin. Game development combines a variety of fields,
such as computer graphics, software engineering, design, artificial
intelligence and human-computer interaction. After an introduction to
the general topic, the students are expected to develop a set of small
game ideas, and implement these as playable prototypes. Following the
initial prototyping the students work in small teams and take
different roles in refining their games. From these prototypes, one
game is fully developed and presented in class by each
team. |
Requirements: | - Strong
interest in creating computer games! - Programming experience (C#, C++, Java or similar) - Experience with graphics programming and graphics design can be helpful |
Details: | The course gives an overview of
how computer games are created and recent developments in this field.
Students will work in small teams to create prototypes of computer
games and have regular presentations of their projects in front of the
class. The class will discuss the different prototypes and decide on
ways to improve them. The majority of the students’ time will be
spent hands-on developing computer games. Grading will be based on all
aspects of the course including the created games, team work, effort
and participation in discussions. Basic topics covered in the lessons: - Game Design - Rapid Prototyping - Iterative Game Development - Team Work in Game Development - Game Programming Patterns - Gameplay and Mechanics - Artificial Intelligence and Game Logic - Asset Creation for Games - Game Experience and Usability |
Registration: | Please
register for the course until April 12th by sending an eMail
mentioning the course title, your name, field of study and student id
to Helga Kallan [1]. |
Slides: | here
[2] |
Link to slides
slides on brightside-games.com [3]
or here:
Introduction Slides [4]
Game Design [5]
Rapid Prototyping [6]
Game Programming Patterns [7]
Team1 A Touch of Ninja
[8]
- © team1
'A Touch of Ninja' is a fast paced Jump ’n’ Run with innovative touch-oriented
controls. You play a fragile, but none the less very powerfull
ninja who has to
master various tasks to reach his goals. The
player has to jump through the level while avoiding obstacles and
enemies, which you can't kill unless you find and pick-up your
faithful katana.
As a Ninja, the player can temporally increase
reaction time by slowing down the game speed and switching to bullet
time.
Credits :
Andreas Fender
Constantin
Schmidt
Dieter
Eberle
Sascha
Katzner
Team2 NetKeeper
[9]
- © team2
NetKeeper is a round based strategy game, where
you play a hacker who tries
to achieve special objectives. The
battlefield is a big network consisting
of several different
types of machines that are connected with each other.
Your
weapons are viruses and trojans. Your enemies are other hackers and
a security company that releases new versions of anti-virus software
from
time to time.
Credits :
Johann Saudhof: Lead Design
Juan Miguel Lechuga Pérez:
Gameplay
Artjom Butyrtschik: Graphics
Andreas Wolf:
Content
Team 3 RoBuddies
[10]
- © team3
Bud, Budi and Bro are the biggest friends in the
whole robot world. They
stick together like no other robot. But
unfortunately they lost Bro, the
head of the three buddies!
Immediately Bud with Budi on top go on the
epic adventure to find
their friend...
Credits :
Eeva Erkko
Xi Wang
Christopher Sierigk
Ludwig
Ringler
Thomas Weber
Team4 YETI Tournament
[11]
- © team4
You are a Yeti in an epic snowball fight. The goal
is to defeat the other
enemy yetis by throwing snowballs at them
and decrease the ticket amount
of the enemy team to zero. The
actual ticket amount is shown in the upper
left corner of your
screen. Every time a Yeti dies, the ticket amount
decreases by
one. In the upper right corner of the screen you can see
frag
labels, which player killed another player. In the lower left
corner
of the screen you can see your actual health status.
Credits :
Lead Design: Benjamin Bisping
Content Creator: Tiare
Feuchtner
Gameplay Programmer: Andreas Büscher
Graphics
Programmer : Hannes Rammer
Team5 Celluloid
[12]
- © team5
Celluloid is a collaborative multiplayer puzzle
game.
Two little dust balls got trapped inside a film box. As
you might imagine, it can get pretty boring inside, so the dust balls
decided to entertain themselves by reenacting scenes from the movie.
Since dust balls are not able to grasp the concept of a movie, they
interpret the world around them as simple geometric objects. As they
try to get from frame to frame they need to avoid obstacles.
Since many movies leave room for interpretation, both dust balls
see different things in some situations. Each of them is surrounded
by an aura that contains objects that can only be accessed by one of
them. In the intersection of these auras, individual objects from
both worlds become visible and useable for everyone.
Credits :
Mirko Palmer
Stefan Chmiela
parameter/en/maxhilfe/id/116825/?no_cache=1&ask_mai
l=Yo1fOwAFR2uo2UPJXgRZl5pbTADHmWPmCLD2JbrZsms%3D&as
k_name=SEKR
es/10ss/GameProgramming/tu-gamedev_01_intro.pdf
es/10ss/GameProgramming/TU-GameDev_02_gamedesign.pdf
es/10ss/GameProgramming/TU-GameDev_03_rapidprototyping.
es/10ss/GameProgramming/TU-GameDev_04_patterns.pdf
S2012/FinalGames/team1/4.png
S2012/FinalGames/team2/screenshot1_open_bot_map_close_o
bjectives.png
SS2012/FinalGames/team3/RoBuddies_3.png
SS2012/FinalGames/team4/Rocket_Launcher.jpg
SS2012/FinalGames/team5/5.png