Game Development Frameworks

A game is a structured, logical form of play, sometimes used for fun or entertainment, and at other times used as an educational instrument. Games are quite different from work, which often is carried out merely for money, and from literature, that is more usually an expression of personal or aesthetic components. A game, on the other hand, is aimed F95ZONE at achieving some goal, an objective. Often this goal is to beat the computer, but one can also beat the book, or make a peanut butter sandwich, or find the shortest route between two points on the map, etc. (although these last two examples may be stretching the definition of a game, as they are very basic examples – other goals may be advanced games with time limits, hidden items, or other complications).

A game’s mechanics are the rules by which interaction occurs. Although a game’s mechanics can be specified in detail, often including every action and reaction possible, many modern games employ mechanics in such a way as to allow a player to “intuit” the game’s mechanics, so to speak. This means that a player can understand the mechanics of a game in the same way that he/she understands the rules of physics or gravity. Often it is possible to “self debug” this mechanic, in that certain actions or reactions may not result in a player winning or losing, or even getting around certain obstacles. However, unless a game has elaborate mechanics, it is essentially a decision based on luck.

A game’s storyline is typically driven by narrative, though game development technology is growing that allows the designer to create more complex plots and gameplay. Still, the majority of gamers’ attention is typically devoted to the gameplay, so it is not surprising that a great deal of technical information is typically delivered in the form of text. Textual information is often used to explain mission objectives, strategies, achievements, secrets, characters, settings, etc. Generally, text is also used to detail effects and events. In some cases, players will need to interpret or learn game mechanics by reading code.

Many modern games employ the use of level design, which includes the creation of a complex level layout, incorporating textures, objects, enemies, goals, etc. However, some modern games employ simpler level designs, which do not require as much scripting or complex algorithms. Regardless of whether a level design is simple or complex, the majority of games utilize some form of procedural generation, which means that a large part of the game’s code is generated by the computer at game development time. However, the generated code is usually fairly simple, as it only needs to know how to represent the various components of the generated level, such as colors, terrain, lighting, doors, characters, etc., rather than needing to take into account many complex decisions about how to represent each component.

Game designers typically use two main forms of programming language: C++. While both of these languages are simple enough to be used in game development projects, they are two very different beasts; so different, in fact, that programmers tend not to even talk about the differences between C++. One reason for this is that the source code generated by the compiler tends to be highly optimized to remove as many bugs as possible. The other reason is because of the significant performance differences between the languages. For instance, while C# output is generally close to that of Java, where performance is generally much better (due in part to the type-casting conversions from Windows), both C++ and Java run on the Windows server, while C# can run directly on the Mono (the main Windows Console) and Java script engines.

In short, programmers and game developers tend to use two different programs during the development of a typical RPG (role playing game): the Game Objects, or “gamelogic” scripts, and the Game Logic, or “cautionary” scripts. The Game Logic is responsible for all of the nuts and bolts of gameplay – from the turn-taking based on dice rolls and status effects to character creation and inventory – while the Game Object is responsible for things like inventory items, item placement, action sequences and the actual interaction with the environment. This separation of the two phases of game development helps to ensure that all aspects of gameplay are functioning correctly. The logic of the game engine can produce the rules of the game, while the commands of the characters translate those rules into actions that the player will take in the environment. Effectively, then, the computer is playing out the game in the gamer’s head; the computer makes up the decisions as it reacts to the players’ actions in a completely interactive way.

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