Beginner’s	  guide	  to	  Rapid	         Prototyping	               Srinivasan	  V	  srinivasan.veeraraghavan@disney.com	  
Agenda	  •  Go	  through	  the	  process	  on	  how	  I	  do	  my	       prototyping	  •  execu@ng	  the	  prototype	  rap...
How	  to	  get	  started	  on	  prototyping	  •    Clear	  goal	  •    Choose	  a	  tool	  which	  you	  are	  comfortable...
What	  is	  cocos2dx?	  –  PlaOorm	  independent	  –  Easy	  to	  use	  2d	  game	  making	  tool	  –  Excellent	  communi...
cocos2d	  VS	  cocos2dx	  •  Cocos2d	  is	  plaOorm	  dependent.	  Each	  plaOorm	  has	  its	     unique	  port	      –  ...
My	  Rapid	  prototyping	  process	  •  Once	  goal	  is	  defined,	  start	  coding	  instantly.	  •  Use	  art	  assets	 ...
•    Make	  tweak	  tweakable	  •    Parameterize	  everything	  •    Divide	  all	  code	  into	  smaller	  func@ons	  • ...
How	  do	  you	  do	  this	  with	  cocos2dx?	  •  HelloWorldScene	  has	  everything	  you	  need.	  •  Add	  in	  input	...
Profile	  everyday	  •  Run	  the	  build	  on	  target	  device	  everyday	  •  Make	  sure	  it	  is	  designed	  for	  p...
Day	  schedule	  •  Day	  1	  –	  setup	  workspace,	  add	  in	  all	  the	  input	     mechanism,	  setup	  target	  dev...
Live	  Demo	  with	  a	  prototype	  example	  •  Demo	  
Module	  break-­‐up	  •  CCSprites	  for	  all	  assets	  –	  bg,	  cat,	  dog,	  bones,	       fruits.	  •  CCPar@cleEmiY...
Isometric	  games	  prototyping	  •  CCTMXTiledMap	  &	  CCLayerPanZoom	     –  Isometric	  @led	  map	  system	  	     – ...
Live	  Demo	  with	  a	  prototype	  example	  •  Demo	  
•  Thank	  you!	  •  Q	  &	  A	  
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Beginners Guide to Rapid Prototyping: NGDC 2102

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Beginners Guide to Rapid Prototyping: NGDC 2102

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Beginners Guide to Rapid Prototyping: NGDC 2102

  1. 1. Beginner’s  guide  to  Rapid   Prototyping   Srinivasan  V  srinivasan.veeraraghavan@disney.com  
  2. 2. Agenda  •  Go  through  the  process  on  how  I  do  my   prototyping  •  execu@ng  the  prototype  rapidly  •  Show  some  samples  on  prototyping    
  3. 3. How  to  get  started  on  prototyping  •  Clear  goal  •  Choose  a  tool  which  you  are  comfortable  with  •  Not  so  clear  technical  breakdown  •  Must  have  modules   –  Input  mechanism  –  touch,  accelerometer   –  Feedback   •  Sound     •  Visual   –  Game  loop  must  be  complete  
  4. 4. What  is  cocos2dx?  –  PlaOorm  independent  –  Easy  to  use  2d  game  making  tool  –  Excellent  community  support  –  C++  based,  helps  in  cross-­‐plaOorm  –  Supports  many  plaOorms  including  iOS,  Android,   Windows  PC,  etc.  –  PlaOorm  dependent  debugging   •  Instruments  for  iOS   •  GDB  for  Android   •  Visual  Studio  debugging  for  Windows  –  MIT  license,  so  can  publish  for  free,  no  royal@es.    
  5. 5. cocos2d  VS  cocos2dx  •  Cocos2d  is  plaOorm  dependent.  Each  plaOorm  has  its   unique  port   –  iOS  uses  Objec@ve  C  for  cocos2d  engine  code   –  Android  port  uses  C++  •  Cocos2dx  uses  C++  for  its  engine  code   –  You  will  write  game  code  in  C++  •  Which  one  is  beYer?   –  Does  not  maYer  for  your  first  game  unless  you  want  to  go   cross-­‐plaOorm   –  Focus  on  quality  for  your  first  game,  choice  is  irrelevant.   –  So  just  pick  one  and  get  going!  
  6. 6. My  Rapid  prototyping  process  •  Once  goal  is  defined,  start  coding  instantly.  •  Use  art  assets  from  web  (do  not  steal,  just  use   them  temporarily  to  showcase  your  idea)  •  Iterate  all  the  @me  •  Do  not  worry  about  code  structure  •  Have  a  playable  build  end  of  every  day  •  Log  everything  as  much  as  possible      
  7. 7. •  Make  tweak  tweakable  •  Parameterize  everything  •  Divide  all  code  into  smaller  func@ons  •  Load  unload  all  the  @me,  modern  plaOorms   support  these  very  well  •  Thread  everything,  use  blocks  on  iOS,  it  runs   fast      
  8. 8. How  do  you  do  this  with  cocos2dx?  •  HelloWorldScene  has  everything  you  need.  •  Add  in  input  system  depending  upon  plaOorm  •  Make  sure  CocosDenshion  is  added  for  sounds  •  Start  with  rendering  your  first  2d  sprite  using   CCSprite  •  Try  to  do  anima@on  at  a  later  stage  unless  the   prototype  demands  it.   –  Use  CCSpriteFrameCache  
  9. 9. Profile  everyday  •  Run  the  build  on  target  device  everyday  •  Make  sure  it  is  designed  for  por@ng,  so  put  all   co-­‐ordinates  in  percentages   –  (x  =  512)        -­‐  Avoid   –  (x  =  getScreenWidth()/2)    -­‐  Correct  •  Focus  on  gameplay  itera@ons  and  not  on   graphics  polishing  
  10. 10. Day  schedule  •  Day  1  –  setup  workspace,  add  in  all  the  input   mechanism,  setup  target  device  debugging.  Start   adding  in  sprites  •  Day  2  –  started  pueng  in  some  game  logic  •  Day  3  –  started  refining  game  logic,  work  on   gameloop  •  Day  4  to  Day  6  –  refined,  profile,  refined,  profile  •  Day  7  –  started  adding  sounds,  feedback  fx,   scoring  
  11. 11. Live  Demo  with  a  prototype  example  •  Demo  
  12. 12. Module  break-­‐up  •  CCSprites  for  all  assets  –  bg,  cat,  dog,  bones,   fruits.  •  CCPar@cleEmiYer  for  visual  feedback  on   collision  •  CCMo@onStreak  for  trail  •  CCLabelTTF  for  font  –  scale  to  any  size!  •  Game  logic  –  hardly  any  J  •  Fps  –  24  fps  constant  on  3rd  gen  ipod    
  13. 13. Isometric  games  prototyping  •  CCTMXTiledMap  &  CCLayerPanZoom   –  Isometric  @led  map  system     –  Camera  control  while  panning   –  Collision  detec@on  using  box2d,  but  not  reac@on   –  Setup  mul@-­‐touch  for  naviga@on   –  Use  tool  to  make  levels  
  14. 14. Live  Demo  with  a  prototype  example  •  Demo  
  15. 15. •  Thank  you!  •  Q  &  A  
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