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CS 395 Game Design |
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Spring 2002 |
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The Sims as storytelling medium |
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Modeling the world with objects |
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Modeling people |
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Programming The Sims |
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Thanks to Will Wright for material on The Sims |
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Robust (graceful failure) |
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User defined environments |
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Understandable (to the player) |
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Expandable (code not just data) |
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machine independent |
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drop-in components |
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Eventual end user programming |
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Normal (90% of the Interactions) |
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Advertised (Autonomous) |
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Manual (Player Selected) |
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Pushed (High Priority, Immediate) |
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Carpool |
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Fire |
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Functional (Goal oriented, outside needs) |
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Clean |
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Repair |
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Cook |
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Etc. |
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Social Interactions |
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Job |
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Phone Line |
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Visitor Generator |
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Burglar Portal |
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Sickness |
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Architecture Score (baseline) |
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Room size |
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Lighting / Windows / Doors |
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Negatives |
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Trash |
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Broken/Dirty Objects |
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Positive |
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Art / Fireplace / Wallpaper / Floor |
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Uses |
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Privacy |
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Routing |
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Jealousy, Etc. |
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A-star (2 modes) |
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Room-to-room (Room Map) |
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Within room (variable-res quad trees) |
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Skins / Faces |
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Wallpaper / Floor |
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Music |
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Stories / Web pages |
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Objects (soon) |
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Incremental patches |
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Sickness |
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Party mode |
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Drop-in NPC’s |
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Visual programming language |
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Let’s look at an object… |
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