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CSDX 233

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Sabeer Reigns
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0% found this document useful (0 votes)
56 views88 pages

CSDX 233

Uploaded by

Sabeer Reigns
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
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puzzles are firmly on the “head” side.

puzzles are fun problems.

PUZZLES

Puzzles are fun problems.


Puzzles are firmly on head side.
Puzzles are not interactive
Puzzle games are not replayable.
Zelda puzzles-
Hyrule crest,Triforce,Master sword
or 15 puzzle
Games have dynamic elements-different challenges -solitaire, Rubik’s Cube, Tetris.
setting high record- checkers, chess, backgammon-games
A puzzle is a game with a dominant strategy.
adventure games ( Zork, Myst , Monkey Island, King’s Quest)
Hyrule crest

Triforce

Master sword
Solitaire

TETRIS
Backgammon game
• The 7 th Guest -1992
• Legend of Zelda-The Wind waker
• Link defeat Ganon and saves princess Zelda

• Puzzle Principle #1: Make the Goal Easily Understood

• Nemesis Factor-goal is not clear ,unable to guess the interaction

• Puzzle Principle #2: Make It Easy to Get Started


• Sam Loyd’s “15 Puzzle, ” whose goal is to slide the tiles back into numerical
order from 1 to 15.
Puzzle Principle #3: Give a Sense of Progress
A riddle is just a question that demands an answer.
A puzzle also demands an answer, but frequently involves manipulating
something so that you can see or feel yourself getting closer to the solution,
bit by bit.
Twenty questions –riddle to puzzle

Puzzle Principle #4: Give a Sense of Solvability

Visible progress
Rubiks cube

Puzzle Principle #5: Increase Difficulty Gradually


Jigsaw puzzle
• 1. Flip all the pieces so that the picture side is up (mindlessly easy)
• 2. Find the corner pieces (very easy)
• 3. Find the edge pieces (easy)
• 4. Connect the edge pieces into a frame (a slight challenge, rewarding
when completed)
• 5. Sort the remaining pieces by color (easy)
• 6. Start assembling sections that are obviously near each other (a
moderate challenge)
• 7. Assemble the pieces that could go anywhere (a significant challenge)
Puzzle Principle #6: Parallelism Lets the Player Rest

• A change is as good as a rest ” applies here.

• Games - crossword puzzles and Sudoku

• Puzzle Principle #7: Pyramid Structure Extends Interest


• Puzzle Principle #8: Hints Extend Interest
• One or two word hint
• Cryptic hint
• Penalty for hint
• Puzzle Principle #9: Give the Answer!
• Experience is triggered by seeing the answer
• Puzzle Principle #10: Perceptual Shifts are a Double-Edged Sword
• a) seen this before b) someone gave answer c) assumption d)give up
• Six match stick make 4 equilateral triangle
• Across:

• 2. A feline furry animal (3 words)

• 4. The ability to understand and share the feelings of another (9 letters)

• 5. A small brown bird which is known for chirping (6 letters)

• Down:

• 1. A large, four-legged animal that is often used for transportation (8 letters)

• 3. Existing or available in large quantities (9 letters)


Interface
• “ Interface ”can mean many things — a game controller, a display
device, a system of manipulating a virtual character, the way the game
communicates information to the player.
• We have player and game world initially.

• interface is everything that is in between them.


• Player can manipulate pieces on a game board, or by using a game
controller or keyboard and mouse.This is physical input
• Player can look at a game board, or it could be some kind of display
screen with audio or other sensory output. This is physical output.
• In Pac Man game the score display at the top of the screen is part of
the interface
• Menus and buttons for menu based interface.
• Conceptual layer called virtual interface exist between physical layer
and game world.
• Special interface called mapping .data go through special
transformation based on how software is designed.
Six types of mapping
• Physical input to world: Pushing thumbstick make avatar run fast or slow.
• World to physical output:what parts can be seen .How will it be shown.
• Physical input to virtual interface : in a mouse based menu interfaceWhat
does clicking or double clicking do.
• Virtual interface to world:selecting an item an action taken immediately or
with delay.
• World to virtual interface: when do score bar change, do events lead to
mode changes ,will special battle menus appear.
• Virtual interface to physical output:data shown to player,colors,font , sound
Loop of Interaction
• Problem Statement to invent a brand new solution.
for the problems with the broom/dustpan solution:
Problem #1: It’s impossible to sweep all the dust into the dustpan.
• Problem #2: When standing, the dustpan is hard to use. When
crouching, the broom is hard to use.
• Problem #3: The broom doesn’t really get all the dust.
• Problem #4: Your hands get kind of dirty when you try to sweep dust
into the dustpan.
• Problem #5: Transferring the dirt from the dustpan to the trash is
perilous — it often spills or blows around.
• We see that the Swiffer, with its disposable cloth, solves these
problems fairly well:
• Problem #1 : No dustpan is needed.
• Problem #2 : There is no need to crouch when using the Swiffer.
• Problem #3 : The Swiffer cloth captures far more dust than a broom
can.
• Problem #4 : Your hands stay clean.
• Problem #5 : The cloth is easily disposed of.
• Sweeping is boring
• Make it fun
• Experience with feedback is important
• Second order motion-motion derived from the action of player
• juicy –player gets a lot of power and control
Channels of Information
• Step 1: List and Prioritize information
• Step2 :List channels
• The top center of the screen
• ● The bottom right of the screen
• ● My avatar
• ● Game sound effects
• ● Game music
• ● The border of the game screen
• Step 3: Map information to channels
• Step 4: Review Use of Dimensions
• The number you display
• ● The color of the number
• ● The size of the numerals
• ● The font of the numerals
• Modes
• change in one of the mapping arrows (1–6)
• pressing the B button changes the functionality of the gamepad so that
instead of making your avatar run around make your avatar aim a water
hose .
• Mode Tip #1: Use as Few Modes as Possible
• Mode Tip #2: Avoid Overlapping Modes
• Mode Tip #3: Make Different Modes Look as Different as Possible
• ● Change something large and visible on the screen
• ● Change the action your avatar is taking
• Change the onscreen data.
• Change the camera perspective.
• Interface Tip #1: Steal
• Top down approach
• Interface Tip #2: Customize
• List information,channels and dimensions
• Interface Tip #3: Theme Your Interface
• Interface Tip #4: Sound Maps to Touch
• Interface Tip #5: Balance Options and Simplicity with Layers
• Interface Tip #6: Use Metaphors
• Interface Tip #7: Test, Test, Test!
• Interface Tip #8: Break the Rules to Help Your Player
Story and Game structure –Indirect
control
• Feeling of Freedom

• Freedom gives player the feeling of control.

• Lens of Freedom
• When do players have freedom of action
• When are they constrained?
• Players feel more free or overwhelmed
Designer exert indirect control over the actions of player.

• Indirect control method 1 :constraints


• Request 1:pick color
• Request 2:pick color: a .Red b.Blue c.Pink
• Eg:candy store has variety of flavors- Cherry,blue berry,lemon,root
beer,wintergreen

• Cut the number of choices from millions to three from request 1 to 2.


• Small number of attractive choices
• Put a player in empty room with 2 doors.
• Player in an open field has open ended choice and difficult to predict
Indirect control method 2: goal
• Go find all the bananas.
• Goal must be clear and achievable.
• Players will go places which will fulfil their goals.
• Driving game is Racing through city ,add small number of side streets.

• Indirect control method 3: Interface


• Feedback ,transparency and juiciness are important aspects of
interface.
• Rockstar game has plastic guitar.

• Gamepad- play diiferent instrument,do stage dives.

• Player can control dragon fly, elephant or Sherman tank.


Indirect control method 4: Visual
design
It is called as visual “ weenie, ”a reference to the way dogs are
sometimes controlled on a movie set:
A trainer holds a hot dog or piece of meat in the air.
Dog is ttracted by food.
Players wanted to fly all around,
up to the ceiling, around
the pillars.

Their implicit goal was to fly and


have fun — visiting the Sultan
didn’t fit in with that plan.
Instead of flying
they followed the red line
like it was some
kind of tractor beam, right up to the
Sultan’s throne
Two players would visit the throne, one player would branch left
following the line to the left door, and one player would branch
right, following the line to the right door.
Indirect Control Method #5:
Characters
• In the game Animal Crossing, (Happy Room Academy)
• periodically evaluates how interior decoration is done in your house,
• Award points

• In Ico game ,princess has to be protected


• Timer mechanism
• Evil spirit appears
• Grab the princess
• Drag princess in hole
Indirect Control Method #6: Music
• Fast music make people eat faster during lunch

• Play slow music ,customer order extra cup of coffee.

• Music changes their moods, desires, and actions.


• Collusion
• Collusion in game design involves characters working with designers
to guide players through dynamic narratives.
• Characters have dual goals: engaging players in battles and leading
them to interesting locations.
• Collusion ensures an optimal flow of experiences, balancing action
and exploration.
• The narrative structure is both structured and flexible, allowing for
player choice.
• Dynamic encounter design adapts to player behavior in real-time.
• Enemies fleeing towards islands create new challenges and
exploration opportunities.
• Collusion leads to unpredictable and memorable endings, such as
sudden ghost pirate attacks.
• It represents a powerful tool for crafting immersive interactive
experiences.
• Player engagement is enhanced through alignment of character goals
with narrative objectives.
• Collusion fosters replay value and resonates with players long after
gameplay.
• Characters Grace and Trip make decisions follow the tension graph,
• fulfill the goals
• Behaviour make sense
• Keeping the player engaged.
Transmedia world:
• Rooted in a single medium: Successful transmedia worlds often start with a significant impact in one
medium, such as serialized fiction for Sherlock Holmes or movies for Star Wars.
• Intuitive: These worlds are inherently understandable without extensive explanation, tapping into
common knowledge or cultural understanding, like the shared universe of comic book characters.
• Creative individual at the core: Many successful transmedia worlds stem from the imagination of a
single visionary, like Walt Disney or George Lucas, although occasionally small teams contribute.
• Facilitate many stories: Transmedia worlds offer a rich tapestry of interconnected stories, providing
ample room for expansion and exploration beyond a single plotline.
• Make sense through any gateway: Each entry point into the world should be inviting and coherent,
whether through movies, TV shows, games, or other media, as exemplified by Pokémon's various forms.
• Avoid exclusive storytelling: Attempts like "Enter the Matrix" or "Animatrix" failed when they required
intimate knowledge of all gateways, alienating those who didn't engage with every medium.
• Fulfill wish : Successful transmedia worlds offer fantasies and escapism, providing a world where players
can immerse themselves and fulfill their desires.
Nature of Game Characters
• Novel Characters
• Tom Joad -> try to help his family who lost farm
• Sethe-> woman who tries to rebuild her life after she and her
daughter escape from slavery

• Movie Characters
• Rose->titanic
• Norman Jates->Psycho – A man with schizophrenia commits murder
and tries to cover them up
Game Characters
• Mario –Super Mario brothers –A man battle enemies to rescue princess
from evil king

• Gordon Freeman-Half life-2 A physicist must battle alien when an


experiment goes horribly long

• Patterns to observe
• Mental to physical
• Real to Fantasy
• Complex to Simple
Ideal Form
• Characters like this — such as mighty warriors, powerful wizards,
attractive princesses, ultra suave secret agents.
• People dream about being.
• Blank state:
• less detail that goes into a character, the more opportunity the reader
has to project themselves into that character.
Spider Man, is an ideal form: a powerful and brave superhero, but the
mask that covers his face makes him almost completely iconic — a
blank slate that could be almost anyone
Character Tip #1: List Character
Functions
• Character Functions:
• 1. Hero: The character who plays the game
• 2. Mentor: Gives advice and useful items
• 3. Assistant: Gives occasional tips
• 4. Tutor: Explains how to play the game
• 5. Final Boss: Someone to have the last battle against
• 6. Minions: Bad guys
• 7. Three Bosses: Tough guys to battle against
Characters
• a.Princess Mouse — Beautiful, but tough and no nonsense
• b. Wise Old Owl — Full of wisdom, but forgetful
• c. Silver Hawk — Angry and vengeful
• d. Sammy Snake — Amoral, and full of wry humor
• e. Rat Army — Hundreds of rats with evil red eyes
Character Tip #2: Define and Use
Character Traits
• LESTER: Sabu !
• SABU: What is it?
• LESTER: Someone has stolen the king’s crown!
• SABU: Do you realize what this means?
• LESTER: No.
• SABU: It means the Dark Arrow has returned. We must stop him!
• Missing crown and villain is dark arrow
• Sabu: trustworthy, short-tempered, valiant, a fiery lover
• Lester: arrogant, sarcastic, spiritual, impulsive

• SABU: How dare you intrude on my privacy! (short-tempered)

• LESTER: Whatever. Maybe you don’t care that the king’s crown has
been stolen? (arrogant and sarcastic)
Character Tip #3: Use the Interpersonal
Circumplex
Character Tip #4: Make a Character
Web
• Archie
• ● Veronica: Archie is lured by her elegance and beauty. Though she is
rich, Archie
• doesn’t care much about that.
• ● Betty: Archie’s true love
• ● Reggie: Archie shouldn’t trust Reggie but she does.
• ● Jughead: Archie’s best friend.
Character Tip #5: Use Status
• Typical low status behaviors include: fidgeting, avoiding eye contact,
and generally being tense.
• ● Typical high status behaviors include: being relaxed and in control,
making strong eye contact, and, weirdly, not moving your head while
you speak.
• Character Tip #6: Use the Power of the Voice

• Character Tip #7: Use the Power of the Face


Character Tip #8: Powerful Stories Transform
Characters
Character Tip #9: Avoid the
Uncanny Valley
VIRTUAL REALITY
• GOALS:
• Learn to build a good VR Experience
• Understand how it works
• Learn to criticize
• Learn to build the future of VR
• Good-> comfortable + adequate for the task
Task
• First person shooter video game
• Feeling of virtual travel
• Maintain close relationship with family or friends
• Simply want to relax

• Definition of Virtual Reality


• Inducing targeted behaviour in an organism by using artificial sensory
• Stimulation while the organism has little or no awareness of the
interference.
VR System

Organism Engineered part


• VR is used extensively by neurobiologist and psychologist
• Immersion
• Presence
• Open loop vs closed loop
• Telepresence or teleoperation
• Augmented Reality
• What does VR include
VR Includes
• Watching movie
• Video conferencing
• Listening to music
• Talking on the phone
• Playing a video game
Historical perspective

3000 yrs old Bhim betka


European Middle Ages -1400 yrs ago
Impressive and 3d information
In 1895
View Master technology -1930
1950
• Ivan Sutherland –First head mounted display
• Jaron Lanier coined the term Virtual Reality
• In 1999
• cave system was introduced
VFX
200

In 2002,2003
Palmer
headset was made at Oculus purchased by
facebook
Geometric Modelling
• Geometric modelling for alternate world

• W be a 3d World and W belongs to Real world coordinate

• Stationary –Describe the world coordinate frame

• Movable- have a space of possible transformation


Modelling Representation
• Solid Representation –3D primitive

• Boundary representation-2D primitive


Interfaces to VR
• Locomotion –moving from one place to another

• Manipulation –touching ,feeling ,carrying,grabbing,dropping

• System control-Menus ,Windows,text

• Social Interaction-face –face, chat


Quiz game

• questions=("how many elements are there in periodic table",


• "which animal lays largest egg")
• options=(("A,116","B,8","C,9","D,5"),
• ("A,1","B,2","c,3","D,4"))
• answers=("C","D")
• question_no=0
• guesses=[]
• score=0
• for question in questions:
• print(question)
• for option in options[question_no]:
• print(option)
• guess= input("enter A B C D :").upper()
• guesses.append(guess)

• if guess == answers[question_no]:
• score+=1
• print("correct")
• else :
• print("incorrect")
• print(f"{answers[question_no]} is correct")
• question_no=1
• print("Results")
• Word guessing game
• import random
• fruits=["apple","orange","grapes"]
• animals=["lion","tiger"]
• word=fruits+animals
• random_word=random.choice(word)
• if random_word in animals:
• print("hint:fruits ")
• else:
• print("hint:fruits")
• user_guess=''
• chance=5
• while chance > 0: wrong_guess=0
• for ch in random_word:
• if ch in user_guess:
• print(ch, end= ' ')
• else:
• wrong_guess += 1
• print('-',end=' ')
• if wrong_guess==0:
• break
• guess=input('\n enter the guess')
• user_guess+=guess
• if guess not in random_word:
• chance=chance-1
• print(f"you have {chance} more chance")
• if chance==0 :
• print('game over')

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