xna in academia - dei.estg.ipleiria.pt · framework xna game studio extends visual studio 2008 to...
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®
Framework 3.1.
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OXO
Tennis for two
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• O XNA é uma nova plataforma de
desenvolvimento de jogos baseada em .Net 2.0+
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Restrições
Soluções
.NET Framework
XNA Game Studio
XNA Framework
C#
Visual Studio2008
Usabilidade
Fácil de obter
Multi- plataforma
Espaço para ser profissional(Existe!!!!)
PC, XBOX 360, Zune
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• Enorme quantidade de helpers;
• Simplifica funções de Input (teclado, gamepad, mouse);
• Simplifica funções de Networking (Live games);
• Funções de audio e video;
• Software de desenvolvimento totalmente gratuito!
• Game Components;
• HLSL;
• Desenvolvimento para múltiplas plataformas sem uso de outros
SDKs.
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Framework
XNA Game Studio
Extends Visual Studio 2008
to create games using C#
XNA Framework
Cross-platform game
development framework and runtime
.NET for Xbox 360 and Zune
Custom version of the
.NET Compact Framework
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• Gratuito!!!!
• Avatar Support;
• XBOX360 LIVE Party Support;
• Video Playback;
• Audio Enhancements;
• Content Pipeline Enhancements;
• GS 3.0 Compatibility;
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Legenda XNA Tu Comunidade
Plataforma XACT XINPUT XContentDirect3D
Core
FrameworkGraphics Audio Input MathStorage
Framework
extendido Application Model Content Pipeline
Jogos Starter Kits Código Conteúdo Componentes
Gamer
Services Media
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• Starter Kit do XNA 3.1
• Pode ser modificado, usando pedaços do
código ou conteúdos nos nossos próprios
jogos;
• Existem mais starter kits, incluindo alguns
criados pela comunidade.
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Load
ContentStart
Update
Draw
EndUnload
Content
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public class Game1 : Microsoft.Xna.Framework.Game {
GraphicsDeviceManager graphics;
public Game1() {
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
protected override void Initialize() {
base.Initialize(); }
protected override void LoadContent() {
}
protected override void UnloadContent() {
}
protected override void Update(GameTime gameTime) {
base.Update(gameTime); }
protected override void Draw(GameTime gameTime) {
base.Draw(gameTime);
}
}
A nossa classe
herda da classe
XNA Game
O nosso
construtor
(Des)Carregar
recursos do jogo
Actualizar estado
do jogo
Desenha o estado
do jogo
Inicializa variáveis
ou objectos
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• Detecção de colisões em 2D:
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• Detecção de colisões em 2D:
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• Detecção de colisões em 3D:• (BoundingBox, BoundingSphere)
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?
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Nome: Nome da PersonagemBackgound: Pequena história da personagemDescrição Física: Descrição dos aspectos físicos mais importantes.Frase: Frase característica da personagemPersonalidade: Descrição dos aspectos mais importantes da personalidadeComportamento: Descrição geral do comportamento da personagem no jogo.Unique Features: Descrição da(s) Unique Features da personagemHabilidades: Descrição do que a personagem é capaz de fazer.Sketch: Sketch artístico da personagemAnimação, Sons & Texto: Descrição das animações, sons e textos que devem ser produzidos
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Nome: Snake
Backgound: Pequena cobra que escapou dos jardins proibidos pois o Adão e a Eva comeram todas as maçãs, então decidiu procurar outro local para habitar.Descrição Física: Cobra de pequena dimensão, com corpo às riscas, e uma pequena cabeça com a língua de fora.Personalidade: Comportamento: É uma cobra muito faminta, por isso não consegue parar de procurar mais maçãs. Também por essa razão não vê nada a frente.Unique Features: Quando come uma maçã cresce
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Rules FunPlay
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Rules FunPlay
Code RequirementsProcess
―Games serve an emotional purpose, not a pragmatic one.‖
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Scenario: O cliente X quer cancelar a
compra Y.
Acções:
– Login no website.
– Navegar para a página ―compras‖.
– Clica no botão ―cancelar‖.
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Scenario: O jogador quer ―destruir‖ algo.
Acções:
– Encontrar uma arma.
– Encontrar vítimas ou objectos.
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Mechanics
FunPlay
RequirementsProcess
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Mechanics
Fun
Dynamics
Requirements
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Mechanics AestheticsDynamics
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• M = Mechanics = Mecânicas = as regras, descrição dos
componentes fundamentais do jogo, algoritmia e
programação.
• D = Dynamics = Dinâmicas = o comportamento em
tempo real das mecânicas através do que o jogador faz,
além da influência de outras alterações do mundo do
jogo.
• A = Aesthetic = Estética = respostas emocionais que são
despertadas no jogador quando ele interage com o jogo.
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Mechanics AestheticsDynamics
Designer
Player
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We need to get past words like “fun” and
“gameplay.”
• Que tipos de ―diversão‖ existem?
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1. Sensation
Game as sense-pleasure
2. Fantasy
Game as make-believe
3. Narrative
Game as drama
4. Challenge
Game as obstacle course
5. Fellowship
Game as social framework
6. Discovery
Game as uncharted territory
7. Expression
Game as self-discovery
8. Submission
Game as pastime
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• Trivial Persuit: Fellowship, Expression, Challenge
• Unreal Tournament: Challenge, Sensation, Competition, Fantasy
• Final Fantasy: Fantasy, Narrative, Expression, Discovery, Challenge.
• Cada jogo possui várias definiçoes de estética
• Não existe uma teoria de sucesso!
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• Cartas: Baralhar, Truques, Bluff
• Shooters: Munições, Spawn Points,
Armas
• Futebol: Equipas, Estádios, etc.
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– Alguns comportamentos são consequência
directa de regras.
– Outros indirectos.
– As ―dinâmicas‖ surgem mais tarde.
• ―Dynamics and Mechanics are different
views of games.‖
• ―Dynamics emerge from Mechanics‖.
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Permite-nos focar na Ideia
Facilita a produção
Microsoft XNA Framework
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Oportunidade de desenvolverem multi-plataforma,
Real-world experience;
Submeter jogos no Creators Club / Xbox LIVE Market Place;
Imagine Cup;
Dream.Build.Play.
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2009 finals overview Create a new game that utilized Microsoft's XNA Game Studio 3.1 and Visual Studio that best illustrates the Imagine Cup theme, “Imagine a world where technology helps solve the toughest problems facing us today”.
Winners
1st Brazil – LEVV It
2nd United States — Epsylon Games
3rd United Kingdom — Sanquine Labs
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• GoZoomIn
http://gozoomin.com/
• XNA Developer Center
http://msdn.com/xna
• Creators Club Online
http://creators.xna.com/
Game Development MSDN Forums (current)
http://forums.microsoft.com/msdn
• Dreamspark
http://www.dreamspark.com
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®
Your World. Your Game