Thursday, August 1, 2024

Game design course

 Lesson 8: Programming and Prototyping


1. Basics of Game Programming

Introduction to Coding for Games:

  • Fundamental Concepts:

    • Variables: Store data that can be used and manipulated.

    • Data Types: Different kinds of data, such as integers, floats, and strings.

    • Control Structures: Direct the flow of the program (if statements, loops).

    • Functions: Blocks of code designed to perform specific tasks.

    • Object-Oriented Programming (OOP): Use of objects and classes to structure code.

Practical Example:

  • Hello World in Unity (C#):

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  • using UnityEngine; public class HelloWorld : MonoBehaviour { void Start() { Debug.Log("Hello, World!"); } }

  • Hello World in Unreal Engine (C++):

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  • #include "GameFramework/Actor.h" #include "MyActor.h" #include "Engine/Engine.h" AMyActor::AMyActor() { PrimaryActorTick.bCanEverTick = true; } void AMyActor::BeginPlay() { Super::BeginPlay(); GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Yellow, TEXT("Hello, World!")); }


2. Prototyping Your Game

Building a Basic Version of Your Game:

  • Idea to Prototype:

    • Concept: Define the core mechanics and goals.

    • Design: Create simple sketches or wireframes of your game.

    • Implementation: Start coding the basic mechanics.

Practical Example:

  • Unity: Simple 2D Platformer Prototype:

    1. Setup Project:

      • Create a new 2D project in Unity.

    2. Create Player:

      • Add a sprite for the player character.

      • Write a script for player movement.

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  • using UnityEngine; public class PlayerMovement : MonoBehaviour { public float speed = 5f; void Update() { float move = Input.GetAxis("Horizontal") * speed * Time.deltaTime; transform.Translate(move, 0, 0); } }

    1. Create Platforms:

      • Add sprite assets for platforms.

      • Use Unity's Box Collider2D component for collision detection.

    2. Add Basic Physics:

      • Attach a Rigidbody2D component to the player for physics interactions.

  • Unreal Engine: Basic First-Person Shooter Prototype:

    1. Setup Project:

      • Create a new First-Person Shooter project in Unreal.

    2. Create Player Character:

      • Use the default FPS template.

    3. Add Basic Shooting Mechanic:

      • Create a blueprint or C++ class for shooting.

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  • void AMyFPSCharacter::Shoot() { if (ProjectileClass) { FVector MuzzleLocation = GunMesh->GetSocketLocation("Muzzle"); FRotator MuzzleRotation = GunMesh->GetSocketRotation("Muzzle"); AProjectile* Projectile = GetWorld()->SpawnActor<AProjectile>(ProjectileClass, MuzzleLocation, MuzzleRotation); } }

    1. Setup Basic AI:

      • Use Unreal's AIController and Behavior Trees to create simple enemy behavior.


3. Using Game Engines

Overview of Popular Game Engines:

  • Unity:

    • Strengths: Versatile, beginner-friendly, large asset store, supports both 2D and 3D.

    • Use Cases: Indie games, mobile games, VR/AR.

    • Key Features:

      • Component-Based Architecture: Build functionality by attaching components to game objects.

      • Asset Store: Access to thousands of free and paid assets.

      • Cross-Platform Support: Build games for multiple platforms.

    • Example Project:

      • 2D Puzzle Game: Leverage Unity's tilemap system to create a grid-based puzzle game.

Unity Example:

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public class Tile : MonoBehaviour { public bool isWalkable; // Additional tile properties and methods }

  • Unreal Engine:

    • Strengths: High-fidelity graphics, powerful blueprint system, robust physics engine.

    • Use Cases: AAA games, realistic simulations, architecture visualization.

    • Key Features:

      • Blueprints: Visual scripting system for quick prototyping.

      • High-Quality Rendering: Real-time rendering capabilities.

      • Cinematic Tools: Create high-quality in-game cutscenes.

    • Example Project:

      • First-Person Shooter: Utilize Unreal's robust physics and rendering for a realistic FPS game.

Unreal Engine Example:

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void AMyCharacter::BeginPlay() { Super::BeginPlay(); // Additional setup } void AMyCharacter::Tick(float DeltaTime) { Super::Tick(DeltaTime); // Character logic }


By the end of this lesson, students will have a solid understanding of the basics of game programming, how to create simple prototypes, and the advantages of using popular game engines like Unity and Unreal.


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