Task 1
You must produce a report to show case your process of
thought on how you came up with the engine for your product; this includes
looking at the purpose of game engines, functionality of game engines supported
with industry terminology, analysis and research.
Pre-alpha:
The video above demonstrates the game 'Next car game' in its pre-alpha stage. It looks nearly fully developed, however I would imagine there would be many bugs and tons more content still to add.
Demo:
This is the demo of the next Silent Hills game. It gives you a brief example of some of the horror you will find in the real game
Beta:
This video conveys the beta stage for the new mine-craft game for mobile phones. A lot of content has been added, however, there are still a number of bugs that may need to be fixed and the final release should add some final missing content.
Alpha:
The above video is of a game called Starforge in its alpha stages. There is only a bit of content, but a lot more is planned to be added.
Debug:
In the software Game-maker, a debugging tool has been added. The video conveys how the debugging features work and what they do.
White box testing:
This video shows us how white box testing works, as well as what it is.
Bug:
In the video above, 5 game bugs are displayed. These are usually cause by problems with the games code, and can show quite a comedic side to some of the strange bugs that can occur.
Gold:
A good example of a game going gold at the moment is Super Smash Bros 4 which is set to be released in Japan in only 3 days. The above video shows a trailer released a number of months back demonstrating a lot of characters set to appear in the final game.
Vertex Shader:
This video demonstrates how vertex shaders can change the environment.
Pixel Shader:
The videos above have pixel shaders. On the last video, we can see that each pixel needs to remain active and be ready to change colour if necessary.
Rendering:
Here on this video, we can see and example of a 3D rendering program. The user is able to take his 3D model and render it into a 2D image.
Normal Map:
The video above gives you and example of what Normal Maps would look like. They would then be wrapped around the model and give it a nice texture.
Entity:
Here, we can see a future in-game entity. The video shows the finalization of the object and it can be added to games in the future.
UV Map:
This video demonstrates UV mapping and how you can unwrap your textures from an object.
Procedural Texture:
This video shows procedural texture technology not long after it was first invented. The textures in this video are generated by an algorithm.
Physics:
Here in this video, we can see the physics engine work in Garrys mod, which uses the Half Life 2 source engine. As you can see, most objects move realistically as the would in real life if hit by a car or exploded for example, however, some of the explosion textures have black boxes surrounding them which must have been caused by a game bug.
Collision:
This video explains the basics of collision detection in games. It also demonstrates how it works in-game.
Lighting:
Above, we are given a tutorial on how to understand how lighting works in video games. We are also shown various examples of lighting in 2D games
Anti-Analysing:
This video explains to us how AA works. It also shows us its effects and how it can remove 'jaggies'.
LoD:
Here we have a good LOD example which shows how the polygon counts change depending on how far you are away.
Animation:
Here we have a good example of how to create an animation for a game. It shows a woman walking and contains various elements of how to animate.
Sprite:
Here we have a video which explains how to take sprites and create animations from them. It contains Sonic and each image on sonic you can see in the video is one singular sprite.
Scene:
Here we have two examples of cut scenes in games. Here we can see the various effects used on the scenery in two completely different art styles.
Library:
Here we have an example of a software library on Steam. There is a large collection of software to be seen here.
UI:
Here we can see the UI used in the 'Spore' game. I believe that the UI is very well created as it is easy to use and see.
Concept:
Here we can see somebody producing early concept art for characters in a design software.
Event:
At the 4:06 minute mark, the player runs around in the tall grass. Not long after, a game event has triggered where a Pokemon starts a battle with the player.
Path-finding:
Here we have a tutorial on how to add path finding to your game in game maker so that the AI do not run into walls.