While writing a game program, after selecting the goal-of-game, one needs to determine its initial requirements. In other words, we must say that since game represents an event-driven situation, the game-programmer i.e., you must specify or program everything that includes: These questions include: How is game played? What are the controls? What is the Game Goal? How is the player going to achieve the game goal? etc. This requires the game-programmer to answer many questions in the form of program-code. This step involves developing a proper logic for gameplay. These screens include messages and responses to questions like: What happens when the player loses? What happens when the player wins? What happens when the player get the high score? Where does the player go when the game is over? How does he start a new game? Also, you need to work on the screens required to warn the player in case he/she commits an illegal move or action. While developing interfaces, you also need to work on screens in response to legal actions of the player, by intimating that he/she is on the right track. Since the dynamic screen vary as per the input given by the player, their descriptions are too many to be listed here. What does the screen looks like at the beginning of the game, what are the startup parameters, where are the characters, etc? What messages, if any are on screen, and where? Intro music? Etc. What options are available to the player on the game startup? This describes what options are on the menu, how and where it appears on what screen, how the player gets there, and how he gets out. The dynamic display, on the other hand, is the screen which is governed by the player's actions i.e., the input by the player.Įxamples of some static display screens are: Game selection screens Static display is the screen which remains unaffected by the player's actions i.e., the input by the player. While developing interface, the programmer should develop the static display screens and dynamic display screen. Interface is composed of input and output. Interface will dictate what can or cannot be done. Like any human language, it is the funnel through which the programmer must squeeze the avalanche of thoughts, ideas and feelings that he/she seeks to share with the fellow player. The interface is the mode of communication between the computer and the player. Interface is another very important aspect of game programming. However, there are certain technical steps that one needs to follow in one way or another. Since game design requires one to explore one's artistic abilities, it cannot be formulated in a step by step process. We shall be concentrating at elementary game programming through text based interfaces. Though graphics plays an important role in game programming, in this article we're not going to emphasize upon graphics and sound element of a game. The difference between a story and a game is that a story represents the facts in an immutable (i.e., fixed) sequence, while a game represents a branching tree of sequences and allows the player to create his own story by making choice at each branch point. The game's story includes any background before the game starts, all information the player gains during the game or when they win and any information they learn about character in the game. It encompasses how fun the game is, how immense it is, and the length of playability. This includes starting music, CD music, MIDI or MOD tracks, Foley effects (environment sounds), and sound effects. Sound consists of any music or sound effects that are played during the game. This includes 3D objects, textures, 2D tiles, 2D full screen shots, Full Motion Video (FMV) and anything else that the player will see. Graphics consists of any images that are displayed and any effects that are performed on them. In general, a computer game has five elements: A game is a perfect combination of actions-reactions or event-responses where every response is based on the most-recently occurred event. A game is a closed, i.e., complete and self sufficient formal system that represents a subset of reality. Game programming is one common example of event driven programming. Event driven programming refers to that style of programming wherein the user of the application is free to choose from several options rather than be confined to a predetermined sequence of interactions with the program. Before we actually jump into game programming, we need to know something called event driven programming.
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