The Settler 7- 포스트모템

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The Settler 7- 포스트모템

  1. 1. • Build up your economy• Produce monks, traders or soldiers• Invest your special settlers to race for victory
  2. 2. Economy Puzzle• Establish good chains• Decide building composition• Arrange for efficient transport• Time construction• Use food boost
  3. 3. Traders • Generate money – buy instead of produceMonks – Trade expeditions establish• Research technologies new trade options – Production • Buy sectors – Construction • Questing – Offense – Defense• Convert sectors Soldiers• Strengthen defense • Conquer and crush• Questing • Questing
  4. 4. Settlers 7• Free Camera• Thousands of animated objects• Highly detailed game world• Simulation
  5. 5. Iteration
  6. 6. Lesson: Iteration• Quality of your game is proportional to the amount of work you discardYou have to be fast at trying out things and throwing them away. Once in a while you actually end up with something that is fun.
  7. 7. Game Design and Prototypes• Game designers write first prototypes – Enforces stringency by requiring attention to detail – Shortest possible feedback cycle for game design – You can go a long way with tools like BlitzBasic• Tech guys ready engine for production during prototypingOnce the concept matures you must be ready to prototype in the engine
  8. 8. Turnaround: Build• Proper coding • Ram disk• Blob build • Incredibuild
  9. 9. Turnaround: Restart• Dynamic reload• Preprocessed data• Low detail mode
  10. 10. Creating Playable Maps Fast• Make a map playable fast• Collect feedback on map• Let artist spend time after a map is proven to be fun
  11. 11. Map Sketch
  12. 12. PlanningOverlay
  13. 13. Map Editor• Planning overlays• Full undo support• Replay support for crash recovery• Objects can be freely scaled – Non-uniform with automatic texture adaption• (Almost) zero user interaction for movement blocking• Copy and paste support for landscapes – Copied landscape can be rotated and translated – Copied landscape can be mirrored• Template tool: create landscape with a single brush stroke
  14. 14. 0 1 2 3 4 5 7 8 6 VP @ 10mins VP @ 20mins VP @ 30mins VP @ 40mins Victory points over time VP @ 50mins VP @ 60mins VP @ 70mins VP @ 80mins VP @ 90minsVP @ 100mins Measure Game BehaviorVP @ 110minsVP @ 120mins VP @ win
  15. 15. Measure Game Behavior: AI Fancy Food
  16. 16. Lesson: Iteration• Quality of your game is proportional to the amount of work you discardYou have to be fast at trying out things and throwing them away. Once in a while you actually end up with something that is fun.
  17. 17. More is More
  18. 18. Lesson: More Is More• Understand your engine• Beware of cache• Stay in control of resource usageArtistic resource hunger is insatiable. Technology enables and must enforce limits.
  19. 19. Standard Stuff• Keep object representation small• Simple and regular scene division• Visibility culling• Spatial locality of iterated data• Stream to stay in memory budget• LOD wherever you can• Compact/compress vertex/texture/animation data• Imposters• Sort objects by materials to save pipe state changes• Instancing• Write efficient shaders• …
  20. 20. Introspection• The better you understand your engine the more you can squeeze in. – Cpu usage – Memory usage – Texture and geometry data – Render targets – AI goals – Spatial partitioning structures (quadtree, …) – …  Trajectories needed
  21. 21. Introspection
  22. 22. 2GB Virtual Address Space• DirectX 9 managed resources add to virtual size• Differences between XP and Vista• Address space fragmentation can be critical – Rule of thumb: leave at least 1/3 unused• Managed textures: 144 MB • Managed geometry: 150 MB• Render targets: 121 MB (way too much) • Default: 88 MB• Default textures: 440 MB • System geometry: 19MB (way too much) • Animation data • Streaming buffer • Quadtree • …
  23. 23. Processor Memory Gap
  24. 24. Memory Hierarchy
  25. 25. Use the Force• Where performance matters treat your game loop as a series of data transformation steps – Exploit multiple cores – Exploit SIMD – Exploit GPU
  26. 26. Automated Data Preprocessing• Support multiple platforms• Prepare parallelization• Compact data in order to squeeze more into the game• Stay in control of resource usage• Keep artists happy: they want to work with native formats only• Enforce data consistency
  27. 27. • fully automated: server monitors jobs for changes• decentralized: runs on every developer machine  bad data does not block others• lives in perforce  data for any version can be rebuild any time• fast: parallelized, incremental archive update• extensible: jobs are just command line tools  programmers do not need to deal with framework APIs
  28. 28. Resource Handling
  29. 29. Dynamic Reload
  30. 30. Lesson: More Is More• Understand your engine• Beware of cache• Stay in control of resource usageArtistic resource hunger is insatiable. Technology enables and must enforce limits.
  31. 31. What’s Next?
  32. 32. The Settlers OnlineExploit  Expand  Explore  ExterminateAct1: Basic Economy Act2: Advanced Economy Act 3: Expert Economy  Supplies basic needs  Mining  Logistics  Food  Metals  Advanced troops  building materials  Basic troops  Advanced defense  Support chains  Supplies for armies
  33. 33. The Settlers OnlineExpanding his social network,a player will become morepowerful at a faster rateBuff your friends productionSend gifts to your friendsTrade with your friendsHelp defending your friends kingdomEarn hard currency by inviting new friends into the game by Email, Facebook, or Twitter
  34. 34. Q&A

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