Based on the RMXP RPG Game Design and Implementation

2014 ◽  
Vol 1044-1045 ◽  
pp. 1102-1105 ◽  
Author(s):  
Zhen Guo

This article first overview of RPG games, this paper introduces design method and the main goal of the game, then cover the whole process of RPG game, with specific examples in this paper.

2012 ◽  
Vol 263-266 ◽  
pp. 1853-1857
Author(s):  
Mao Lin Wang ◽  
Ai Jun Xu

In this article, geometric primitive approach is used to realize the design and development of point symbol database for mapping based on C# .NET and ArcGIS Engine. This paper presents the design framework and the design process of point symbol database, and studies design method and attribute management of point symbol, especially the design of point symbol attribute of word type of TrueType, which makes conveniently the point symbol for special map users needed.


Author(s):  
Panote Siriaraya ◽  
Valentijn Visch ◽  
Arnold Vermeeren ◽  
Michaël Bas

Despite the growing interest in persuasive game design, there have been few methods which cover the complete process of game design that designers could draw upon in their practice. In this paper, the Persuasive Game Design method(PGD) is presented as a non-directive approach for designing persuasive games including a practical hand-out. To better fit with the practical constraints encountered in game design, this method adopts a “cookbook” approach. A set of essential PGD components and tools are provided from which game designers can choose from, given their specific context and resources. Designers first consider the game design steps(“dishes”) to use in creating their game and in each step, select which components(“ingredients”) to take into account and tools(“utensils”) to use. The proposed method, based on our experience as persuasive game researchers and design practitioners, is further refined using feedback from professional game designers. The paper concludes with a case study illustrating how to put the meal into practice. Overall, the method provides a useful contribution to the existing research domain by combining knowledge from game theory, game design and design methodology to create a structured yet flexible approach which covers the complete persuasive game design process for researchers, students and practitioners. 


2012 ◽  
Vol 571 ◽  
pp. 534-537
Author(s):  
Bao Feng Zhang ◽  
De Hu Man ◽  
Jun Chao Zhu

The article proposed a new method for implementing linear phase FIR filter based on FPGA. For the key to implementing the FIR filter on FPGA—multiply-add operation, a parallel distributed algorithm was presented, which is based on LUT. The designed file was described with VHDL and realized on Altera’s field programmable gate array (FPGA), giving the design method. The experimental results indicated that the system can run stably at 120MHz or more, which can meet the requirements of signal processing for real-time.


Author(s):  
Angela Dowling ◽  
Terence C. Ahern

This chapter examines the effects of a game-like environment on instructional activity design and learning outcomes in a middle school general science class. The authors investigated if science content can be designed and successfully delivered instructionally using a game-like learning environment. The authors also wanted to investigate if by utilizing a game-design method could class and student engagement be increased. The results indicated that the instructional design of the unit using a game-like environment was successful and students exhibited learning. The authors also address the challenges inherent in utilizing this instructional strategy.


Author(s):  
Miguel Sicart

In this chapter the authors define ethical gameplay as a consequence of game design choices. The authors propose an analytical model that defines ethical gameplay as an experience that stems from a particular set of game design decisions. These decisions have in common a design method, called ethical cognitive dissonance, based on the conscious creative clash between different models of agency in a game. This chapter outlines this method and its application in different commercial computer games.


2012 ◽  
Vol 182-183 ◽  
pp. 778-782
Author(s):  
Yun Bing Yang ◽  
Yong Gang Lu ◽  
Yan Zhou

Based on integration design method for semi-armor-piercing warhead, the design and implementation of CAD system are illuminated. The whole frame of CAD system is established. The function of integration design system is analyzed by IDEF0 method, and the functional modules are established. System software structure is founded based on system functional characteristic. Based on the technique of database and visualization, the key techniques of system implementation are analyzed in detail, which include database, visualization, etc. Finally, an application example of CAD system is given.


Arts ◽  
2020 ◽  
Vol 9 (4) ◽  
pp. 103
Author(s):  
Pippin Barr

Film adaptation is a popular approach to game design, but it prioritizes blockbuster films and conventional “game-like” qualities of those films, such as shooting, racing, or spatial exploration. This leads to adaptations that tend to use the aesthetics and narratives of films, but which miss out on potential design explorations of more complex cinematic qualities. In this article, I propose an experimental game design method that prioritizes an unconventional selection of films alongside strict game design constraints to explore tensions and affinities between cinema and videogames. By applying this design method and documenting the process and results, I am able both to present an experimental set of videogame film adaptations, along with potentially generative design and development themes. In the end, the project serves as an illustration of the nature of adaptation itself: a series of pointed compromises between the source and the new work.


2014 ◽  
Vol 543-547 ◽  
pp. 838-841
Author(s):  
Shou Qiang Kang ◽  
Shan Shan Li ◽  
Shi Zheng ◽  
Di Wu

A design and implementation method of high precision three-phase sine-wave signal generator is proposed based on MCU and FPGA. For the traditional design method, direct analog synthesis method and phase locked loop (PLL) technology are used to design the signal generator. So the function, the precision and other aspects are inadequate. Aiming to the problem, a signal generator is designed based on direct digital frequency synthesis (DDS) technology. The MCU is used to control the peripheral devices and the frequency and phase control word can be obtained. The DDS module is achieved by EP4CE6E22C8 and the waveform lookup table addresses are outputted. The digital three-phase sine-wave data can be read from the lookup table. Through the three-way D/A converter and the amplifier circuit, the digital signal is converted to analog signal and the three-phase sinusoidal wave is outputted. The precision can be improved by increasing the sampling points, phase accumulator bits and D/A bits, and then, high precision three-phase sine-signal can be obtained and the adjustable frequency precision is 0.001.


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