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	<title>Free practice test , mock test, driving test, interview questions &#187; game design</title>
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		<title>The Object Oriented Game Approach Part 1: Objects</title>
		<link>http://www.skill-guru.com/blog/2010/01/27/the-object-oriented-game-approach-part-1-objects/</link>
		<comments>http://www.skill-guru.com/blog/2010/01/27/the-object-oriented-game-approach-part-1-objects/#comments</comments>
		<pubDate>Wed, 27 Jan 2010 15:08:20 +0000</pubDate>
		<dc:creator>smitha</dc:creator>
				<category><![CDATA[Programming / tutorials]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[programming]]></category>

		<guid isPermaLink="false">http://www.skill-guru.com/blog/?p=1624</guid>
		<description><![CDATA[Planning is almost always done first instead of just rushing in and just coding whatever pops out of the mind. Coding without planning is only done for those things that need to be crammed. Game programming shouldn't be one of them.]]></description>
			<content:encoded><![CDATA[<p>(For the next series of articles, I would assume that programming would be a fundamental part of one&#8217;s body, if not, then go practice! Also ,you need to brush up on some Object Oriented concept. Happy Reading)</p>
<p style="padding-left: 30px;">Today, we would be tackling about Object Oriented Paradigm, in relation with Game Programming. For now, think inside the box.</p>
<p>First picture a room, say for example picture a <strong>computer room</strong>.</p>
<p>What should be inside this kind of room? More or less we can see a number of  CPU’s, keyboards,mouses,monitors,cables and maybe one or two printers.Is the room airconditioned? Then you can probably feel a little cold inside this room. Hear some music or probably some noise? Is a sound system probably present too?Also, you should not forget about the tables and the seats where the computers are, or the AVR’s where the computers are hooked too! Have you gotten a feel of the room yet?</p>
<p>Planning is almost always done first instead of just rushing in and just coding whatever pops out of the mind. Coding without planning is only done for those things that need to be crammed. Game programming shouldn&#8217;t be one of them.</p>
<p>Now proceed to the next step. Ask yourself these questions:<br />
a)Where are you again?<br />
b)How many objects are in the room?<br />
c)Why are these objects here in the first place?<br />
d)What is the purpose of a specific object?<br />
e)How does an object work?<br />
f)What are the functions of these objects? <span id="more-1624"></span></p>
<p>Let us answer these questions , respectively, based on the given premises earlier,. First of all we are in a computer room which is probably airconditioned. So we could say that there is an aircon, that which would count as our first visible object. To reduce your counting workload, we could say that there are computer parts (keyboard,mouse,monitor,CPU,AVR) which can be collectively termed as <strong>computer sets. </strong>There are probably, at least 2 computer sets inside the computer room, so include them in the count, say <strong><em>x</em></strong><em>.</em> Don&#8217;t forget the  miscellaneous gadgets/items (cables ,printers, sound system) which we could say count <strong>y.</strong> All in all, we are sure that there are at least 2 objects in the computer room, and <strong>x+y</strong> more object sets.</p>
<p>Now why are these objects here? They are probably serving the purpose of being in the computer room. For example the purpose of the aircon is to control the temperature to a level that an entity using the room won&#8217;t be too flustered by heat or cold. Also, since this is a computer room, the computer sets, collectively perform the task. Let us focus on a computer set. It has been assumed that the computer set has a keyboard, mouse, monitor, CPU, and AVR. How are these  objects related? Take for instance the mouse and the keyboard. Their primary use is to navigate the computer, like what a steering wheel does for a car. Can the computer be functional without a mouse or a keyboard? It would probably still work, but it will not serve your purpose Unless you have another means of navigating/controlling the computer, which for this case , no other alternatives where given, the computer would be useless without a mouse and keyboard.</p>
<p>Moving on how is this related to game programming?</p>
<ul>
<li>First of all, in game programming, we should take note of the things that we need, and are essential to development of the game. From the language and engine that we will be using, to the device required by the games. You don&#8217;t expect a user to play a iPhone like “touch-based” game on a personal computer, nor the other way around, unless they have the alternative to control the game otherwise.</li>
<li>Second, this Object Oriented Paradigm gives us the sense of a <span style="text-decoration: underline;">real-world-like</span> thinking pattern in a way that we could think of things that we will be using. For example, we could simulate the way objects interact in the real world and translate it into code. If an object collides with another object, won&#8217;t it be proper that some kind of event happens? If a car crashes to a tree or another car, won&#8217;t that be somewhat a part of realism?</li>
<li>Third, a lot of games are designed in the Object Oriented way of thinking because codes will become more portable and usable for other workers as well. For example, rather than create a new car for each instance of car in your game, why not just <strong>extend </strong>a current model for a car? It probably  has a lot of things that you would not need to remake/recreate anymore</li>
<li>Fourth,as codes for objects and events are reusable, building a similar or a sequel game will provide to be a lot easier, than always recoding all the same objects as before.</li>
<li> Lastly, most object oriented game designs give porting to another system a perspective because the SDK(Software Development Kits) more or less, feature a similar set of functions. Also, you don&#8217;t need to recode much of your game’s  impotant items, except for required system calls. For example, the game MyBrute first appeared in personal computers as a webgame. Because it was a hit in the web, it was ported as an iPhone app, which also became a hit. It was enhanced during porting because the controls are not limited by the keyboard and the mouse, but given a new light by the touchscreen interface</li>
</ul>
<p>These are only a few of the so many reasons why you should definitely practice this Object Oriented approach in thinking  and not only confined by Game Programming.</p>
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		<title>A Game Design/Game Creation Short</title>
		<link>http://www.skill-guru.com/blog/2010/01/18/a-game-design-game-creation-short/</link>
		<comments>http://www.skill-guru.com/blog/2010/01/18/a-game-design-game-creation-short/#comments</comments>
		<pubDate>Tue, 19 Jan 2010 00:17:07 +0000</pubDate>
		<dc:creator>smitha</dc:creator>
				<category><![CDATA[Programming / tutorials]]></category>
		<category><![CDATA[Facebook]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[game design]]></category>

		<guid isPermaLink="false">http://www.skill-guru.com/blog/?p=1518</guid>
		<description><![CDATA[
Have you ever played a game that you have been so immersed with ? You probably were too addicted that you skipped meals trying to finish a goal or a mission.Have you ever wondered how games as simple as Bejeweled, or as huge as World of Warcraft captivated the hearts and mind of both the [...]]]></description>
			<content:encoded><![CDATA[<p><!-- 		@page { margin: 0.79in } 		P { margin-bottom: 0.08in } --></p>
<p style="margin-bottom: 0in;" align="JUSTIFY">Have you ever played a game that you have been so immersed with ? You probably were too addicted that you skipped meals trying to finish a goal or a mission.Have you ever wondered how games as simple as Bejeweled, or as huge as World of Warcraft captivated the hearts and mind of both the young and the old? Well, blame it to game design.These 2 games are very well-designed that once you start playing it, it&#8217;s hard to let go.</p>
<p style="margin-bottom: 0in;" align="JUSTIFY">So how can you say that a game is well-designed. There is at least 3 prerequisites(properties) to well-designed games ,namely:</p>
<p style="margin-bottom: 0in;" align="JUSTIFY">
<p style="margin-bottom: 0in;" align="JUSTIFY"><strong> a) Planned- </strong><span style="font-weight: normal;">well-thought-of; plans are usually drafted a number of times before finalization</span></p>
<p style="margin-bottom: 0in;" align="JUSTIFY"><strong>b) Functional- </strong><span style="font-weight: normal;"> it works the way it should be ; it should achieve its purpose </span><strong> </strong></p>
<p style="margin-bottom: 0in;" align="JUSTIFY"><strong> c) Tested -</strong><span style="font-weight: normal;">ensure everything is going according to plans before implementation<span id="more-1518"></span></span></p>
<p style="margin-bottom: 0in;" align="JUSTIFY">
<p style="margin-bottom: 0in;" align="JUSTIFY">Designing is an essential part of things created. Buildings are carefully and meticulously designed by engineers. Even the government plans are designed for short term and long term ,to make sure that the country is working accordingly.So for games, the <strong>design process </strong><span style="font-weight: normal;">is also crucial.</span></p>
<p style="margin-bottom: 0in;" align="JUSTIFY"><span style="font-weight: normal;">To differentiate a good game from what is not , may be purely subjective,</span><strong> </strong><span style="font-weight: normal;">but applying the 3 properties which we have previously mentioned, can make an objective design process. We could say that a game is well-designed if it can be played well. A game is also functional if it achieves its primary goal,which is </span><strong>to be</strong><span style="font-weight: normal;"> </span><em><strong>fun. </strong></em><span style="font-style: normal;"><span style="font-weight: normal;">Lastly, a game is very well tested if bugs seldom show up or if the bugs which do show up, are easily fixed.</span></span></p>
<p style="margin-bottom: 0in;" align="JUSTIFY">
<p style="margin-bottom: 0in;" align="JUSTIFY">How does one actually design a game ?Let us look at a summarized design process<span style="font-weight: normal;"> </span></p>
<ul>
<li><span style="font-weight: normal;">First, 	 the </span><strong>nature</strong><span style="font-weight: normal;"> of the game should be planned. You should ask yourself, “What kind/type of game will I be making? Will there be a story to it?Shall it be an action,,a first person shooter,a puzzle, or a combination, or maybe a new type of game?”.The current trend is to make </span><em><span style="font-weight: normal;">casual 	games</span></em><span style="font-weight: normal;"> which are intended for people of all ages and for social networking sites. In this stage, you have to choose whether your game would be played by 1 or more persons. If it will be played by more than 1 person simultaneously , you should have some background on Game Networking.</span> <span style="font-weight: normal;"> </span></li>
<li><span style="font-weight: normal;">Second, 	think about your </span><strong>intended</strong><span style="font-weight: normal;"> </span><strong>audience</strong><span style="font-weight: normal;">. Shall it be for kids , or for all ages?There are pros and cons in designing a game for a specific audience. The audience you choose to play are the ones who will probably play and pay for it.Take for instance the games played on Wii. Wii was a big hit in 2009 because it opened the gaming area to families from young to old, instead of the usual teens only, kids only, or mature only gamers.</span> Of course, if you designed a game for the whole family, then you should be careful in its game contents .For example, having violence as a theme for a family game is not a good idea.</li>
<li><span style="font-weight: normal;">Third, 	think about the </span><strong>platform</strong><span style="font-weight: normal;"> it is intended for? Is it for a phone, a PS3, or for a personal computer?The most widely used platform is the personal computer but when designing for this platform,you have to cosider if your audience has a low-end computer,a high-end computer, or somewhere in between.Your phone is also a great platform for games, though its drawback is its limited computing capabilities. Most likely, the best games for your phones are the casual games that require little computing power. On the other hand, if you designed a game for PS3 or an Xbox, then you can probably utilize its powerful hardware , which will enable you to make realistic looking games.</span> <span style="font-weight: normal;"> </span></li>
<li><span style="font-weight: normal;">Fourth, choose whether you are designing a game from “scratch” or use current tools. By designing a game from &#8217;scratch”, you need a lot of background on both the hardware of the platform, and a sofware, so a“</span><strong>scratch game design” </strong><span style="font-weight: normal;">is only for those applications. For the new ones in the game design and game creation field, learning an SDK(Software Development), and using a combination of available Tools(free or paid) in making your game is the better choice.</span>For example, the engine of Warcraft III inspired a new gametype called Tower Defense. On the other hand, the Doom engine inspired the first generation First Person Shooters. <span style="font-weight: normal;"> </span></li>
<li><span style="font-weight: normal;">Lastly,<strong>review your</strong></span><strong> game</strong><span style="font-weight: normal;">. The design process is proactive. It doesn&#8217;t mean that you need to stop designing and redesigning just because you have finished making your game. You need to stress test ,bug test, and maybe revise the game itself. It is an ongoing process . This part is probably the longest of all the game design process because revising and testing the game can range from simple test or revisions, to revising and testing the whole game design.</span></li>
</ul>
<hr />
<p style="margin-bottom: 0in;" align="JUSTIFY">As a game designer, learning game design skills are important,but first, you should have the basics to be successful in this field.<span style="font-weight: normal;"> </span></p>
<ul>
<li><span style="font-weight: normal;">You 	should be </span><strong>creative.</strong><span style="font-weight: normal;"> </span>Creativity spices up anything you do, especially in game design. There are probably hundreds, or thousands, or even millions of game designers. Creativity can distinguish you from the rest.</li>
</ul>
<ul>
<li><span style="font-weight: normal;">You should have </span><strong>perseverance</strong><span style="font-weight: normal;">.</span>
<p style="margin-bottom: 0in; font-weight: normal;" align="JUSTIFY">You should be committed to your work. It&#8217;s not always that you will be making a</p>
<p style="margin-bottom: 0in; font-weight: normal;" align="JUSTIFY">successful game. There will be successes and failures. Bill Gates nor Warren Buffett didn&#8217;t become billionaires in one night.</p>
<p style="margin-bottom: 0in;" align="JUSTIFY">It took time and a lot of hard-work.<span style="font-weight: normal;"> </span></p>
</li>
</ul>
<ul>
<li><span style="font-weight: normal;">You 	should also be </span><strong>persistent</strong><span style="font-weight: normal;">,especially 	in practicing.</span><br />
<span style="font-weight: normal;"> Practice,</span><span style="font-weight: normal;"> practice,practice. By practicing, you would  develop the game design skills needed to</span><span style="font-weight: normal;"> help you climb the ladder of success. You need these to grow in this field.</span></li>
</ul>
<ul>
<li><span style="font-weight: normal;">Lastly, 	you should </span><strong>love it</strong><span style="font-weight: normal;">, 	or you should </span><strong>learn to love</strong><span style="font-weight: normal;"> it. </span><br />
<span style="font-weight: normal;"> </span></p>
<p style="margin-bottom: 0in;" align="JUSTIFY"><span style="font-weight: normal;">Whether this is your work or your hobby , commitment and 	devotion to it is important. </span></p>
</li>
</ul>
<p style="margin-bottom: 0in;" align="JUSTIFY">
<p style="margin-bottom: 0in; font-weight: normal;" align="JUSTIFY">Game design is an arduous task if you take it seriously,but everything will be worth it if you see that people are actually playing your game.</p>
<p style="margin-bottom: 0in;" align="JUSTIFY">
<p style="margin-bottom: 0in; font-weight: normal;" align="JUSTIFY">Here is a visual overview of the gamedesign short:</p>
<p style="margin-bottom: 0in; font-weight: normal;" align="JUSTIFY">
<div id="attachment_1522" class="wp-caption alignnone" style="width: 310px"><a href="http://www.skill-guru.com/blog/wp-content/uploads/2010/01/gamdesignbeta1.jpg"><img class="size-medium wp-image-1522" src="http://www.skill-guru.com/blog/wp-content/uploads/2010/01/gamdesignbeta1-300x130.jpg" alt="GameDesign Summary" width="300" height="130" /></a><p class="wp-caption-text">GameDesign Summary</p></div>
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