Useful Design Patterns for Game Development

2014 ◽  
pp. 17-32
Author(s):  
Bruce Sutherland
2020 ◽  
Author(s):  
Pedro Henrique dos Santos Kutni ◽  
Gustavo Danielevig Pereira Dias ◽  
Josef Mathaus Bischof ◽  
Vinícius Feldhaus Gobetti ◽  
Adriano Pessini ◽  
...  

Game development is a recognized and documented approach toimproving computer programming learning. This article describesthe redesign of the popular game Space Invaders, using Python asthe programming language and libraries Arcade, Random, Os andMath. The game developed has modifications in various aspects, liketextures, jogability, scores and story. The motivation for the remakewas the desire to bring a nostalgic experience for the player,combined with learning about game development. Considering thatit was built by people with no previous experience in gamedevelopment, the proposed objectives were achieved, with thegame having been completed. The Arcade library proved to be easyto use and productive. As future work, an online ranking will bedeveloped, in addition to generating bonuses for the player and theuse of design patterns.


2020 ◽  
Vol 11 (6) ◽  
pp. 1830
Author(s):  
Wilton Moreira Ferraz Júnior ◽  
Suéllen Rodolfo Martinelli ◽  
Carlos Henrique da Silva Santos ◽  
Murillo Rodrigo Petrucelli Homem

This work presents an iterative method which is based on the serious games development in elementary and high school classes, focusing on the students and teachers experiences from Brazilian scholar reality. Furthermore, it does not require strong background in game development and it is planned to be introduced any area of knowledge. It has been considered as a motivational method to engage the teachers and students’ in-depth discussions. It follows some Agile Methods practices, such as the Extreme Programming (XP) and Scrum Agile Methods to guide them along the continuous exploration of game design in classrooms. This method also considers the design patterns techniques to reuse (re-guise) some well-known digital games engines and educational concepts, as example a guided game design based on the spaceships battles to associate electric charges concepts. The results obtained in experiments occurred in public schools show successful acceptance and they contribute to improve the students’ academic performance. This method is now introduced in some undergraduate and graduate practices to analyze its impact in entrepreneurship courses.


Information ◽  
2021 ◽  
Vol 12 (9) ◽  
pp. 367
Author(s):  
Pedro Pinto Neves ◽  
Nelson Zagalo

This paper examines the methods and systems of game design from the standpoint of existing method proposals failing to establish a common basis for systematizing design knowledge, which this paper aims to help resolve. Game design has often been subsumed by game development and associated disciplines, and game design methodology has often been subsumed by game analysis. This paper reviews related work in defining game design as an autonomous research subject and then divides the methods and systems of game design into complementary methods and core methods, with only the latter, consisting chiefly of design patterns, attempting to systematize how game design knowledge is generated. Seminal game patterns have been descriptive rather than -prescriptive and so have failed to find the requisite practitioner adoption to fulfill their role as a living method. One recent pattern approach has sought to resolve this issue by promoting pattern usage generally over the adoption of a particular language. This paper outlines an alternate and possibly complementary approach of a novel, practical basis for game design literacy for helping core methods work as a basis for systematizing game design knowledge. The proposed basis sacrifices descriptiveness to prescriptiveness to shape methods in that direction.


2020 ◽  
Author(s):  
Ismar Frango Silveira

Software Design Patterns, namely those belonging to GoF catalog, are gradually being incorporated into undergraduate Computer Sciencesrelated curricula worldwide. However, this is a subject that often requires students to have some maturity on Software Development issues, which is a scenario that is barely found on actual classrooms. Besides, the comprehensive taught of many patterns' aspects depends upon professors' expertise on a large range of Software Engineering and Object Orientation-related topics. Both aspects are possibly caused by the complexity and abstract nature of the subject, whose concrete, real-world applications not always are successfully reached in an undergraduate course. In this sense, this paper presents a strategy for Teaching GoF Design Patterns through a Game Development Process, under a Flipped Classroom pedagogical context. The results of some case studies are also shown, taken from two classes where Challenge-based Learning techniques were applied.


2007 ◽  
Vol 49 (5) ◽  
pp. 445-454 ◽  
Author(s):  
Apostolos Ampatzoglou ◽  
Alexander Chatzigeorgiou

Author(s):  
Dimitrichka Nikolaeva ◽  
Mertdzhan Safi ◽  
Martin Mihailov ◽  
Alexander Georgiev ◽  
Violeta Bozhikova ◽  
...  

2018 ◽  
Vol 3 (1) ◽  
pp. 1
Author(s):  
Mustofa Mustofa ◽  
Sidiq Sidiq ◽  
Eva Rahmawati

Perkembangan dunia yang dinamis mendorong percepatan perkembangan teknologi dan informasi. Dengan dorongan tersebut komputer yang dulunya dibuat hanya untuk membantu pekerjaan manusia sekarang berkembang menjadi sarana hiburan, permainan, komunikasi dan lain sebagainya. Dalam sektor hiburan salah satu industri yang sedang menjadi pusat perhatian adalah industri video game. Begitu banyaknya produk video game asing yang masuk ke dalam negeri ini memberikan tantangan kepada bangsa ini. Tentunya video game asing yang masuk ke negara ini membawa banyak unsur kebudayaan negara lain. Ini semakin membuat kebudayaan nusantara semakin tergeserkan dengan serangan kebudayaan asing melalui berbagai media. Maka dari itu peneliti mencoba untuk menerapkan Finite State Machine dalam merancang sebuah video game RPG (Role-Playing game) yang memperkenalkan kebudayaan. Dalam perancangan video game ini peneliti menggunakan metode GDLC(Game Development Life Cycle) agar penelitian ini berjalan secara sistematis. Dalam suatu perancangan video game tedapat banyak elemen, pada penelitian ini penulis lebih fokus pada pengendalian animasi karakter yang dimainkan pada video game ini. Dari perancangan yang dilakukan, disimpulkan bahwa Finite State Machine dapat digunakan untuk pengendalian animasi yang baik pada video game RPG. Diharapkan video game ini dapat menjadi salah satu media untuk mengenalkan kebudayaan nusantara


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