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L08: Game Mechanics

Screen recording: http://dennett.cs-i.brandeis.edu/talks/cs65a/L08/Resources/

Today we continue our discussion of using Logic Bricks to implement the rules of a game
and we also show how to create sound effects and game soundtracks as well as heads-up displays
and scoreboards.  We introduce this through a series of simple demos.

Overview

We start answering the question, "What tools to logic bricks give us to model an interactive system of agents?"
We've already seen that we can create the world inside a physically simulated world and can apply forces and torques to objects,
as well as directly change the velocity, position, and orientation of objects.

We go a bit deeper, now and look at some more advanced tools provided by blender and in the process we discuss
  • game state stored in properties of the objects (and what we can do to/with the game state)
  • sending messages between objects
  • writing property values onto objects during the game play
  • defining and invoking animations of particular objects
  • triggering sound effects and playing sound tracks



Demo 1: modifying the racingkit

First we show how to modify the racing game so that the car shoots donuts at the cones making them disappear.
(Look over the racingkit-L07 folder attached to the previous lecture).

Demo 2: sound effects and a sound track

Here we demonstrate how to associate a sound effect to an event and a soundtrack to a scene.

Demo 3: real-time text display in a game

Here we show the Blender method from copying text from a property to a plane and demonstrate how to use it to attach a heads up display to a camera.

Demo 4: heads-up displays and messaging

Here we show how to use a background scene to provide a heads up display independent of the camera being used.

Demo 5: Sample games

Here we spend some time looking at several gamekits and brainstorming about ways to improve them. We look at the broom-ball game and the city-quest game and the target-practice game.


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