Designmönster i spel, en metod för att återanvända och förnya lyckade designlösningar. Åke Walldius, CID,

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1 Designmönster i spel, en metod för att återanvända och förnya lyckade designlösningar Åke Walldius, CID, aakew@nada.kth.se

2 Uppläggning Metodens tillämpning inom arkitektur, programmering och MDI Speldesignmönster - genomgång av labbens 7 mönster -- paus -- Enskilt och/eller grupparbete kring labben Frågor och diskussion om labben

3 41 Work Community ** (from A Pattern Language)

4 41 Work Community ** (from A Pattern Language)

5 41 Work Community ** (from A Pattern Language)

6 80 Self-Governing Workshops and Offices **

7 80 Self-Governing Workshops and Offices **

8 What are design patterns and why use them? Each pattern describes a problem which occurs over and over again in our environment, and then describes the core solution to that problem, in such a way that you can use the solution a million times over, without ever doing it the same way twice. (Christopher Alexander) Guidelines contextualised and illustrated Compiled in handbooks For grasping complexity - variation and change

9 What are design patterns and why use them? Each pattern describes a problem which occurs over and over again in our environment, and then describes the core solution to that problem, in such a way that you can use the solution a million times over, without ever doing it the same way twice. (Christopher Alexander) Guidelines contextualised and illustrated Compiled in handbooks For grasping complexity - variation and change There are still many questions: How to validate design patterns? How to relate patterns on different levels? How to use them practically - when, and with which other methods?

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13 Reusable patterns of proven value

14 Facade, one of the 23 design patterns

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16 Navigable Spaces ( Examples: The WWW and other hypertext systems Myst Museum exhibit in a set of physical rooms Set of applications in a suite, as with the PalmPilot or a network computer Context: The artifact contains a large amount of content -- too much to be reasonably presented in a single view. This content can be organized into distinct conceptual spaces or working surfaces which are semantically linked to each other, so that it is natural and meaningful to go from one to another. Problem: How can you present the content so that a user can explore it at their own pace, in a way which is comprehensible and engaging to the user? Solution:! Create the illusion that the working surfaces are spaces, or places the user can "go" into and out of.! Start out with at least one top-level or "home" space, to which the user can easily return (Clear Entry Points).! In each space, clearly indicate how you get to the next space(s), such as by underlined text, buttons, images of doors, architectural features, etc. (...)

17 Navigable Spaces (contin.) Resulting Context: As pointed out above, Map of Navigable Spaces should be one of the first patterns you deal with, even if you explicitly choose not to use one; the same for Go Back One Step and Go Back to a Safe Place. To help show where the links are in the spaces, you can use Pointer Shows Affordance; to give additional information about where they go, use Short Description. People using the WWW tend to depend upon their browser's Interaction History (the links you've most recently visited, in chronological order) to get around. Not surprisingly, they also depend upon their Bookmarks to keep track of places they want to go back to. These two patterns might be especially important in any large or unbounded set of Navigable Spaces, particularly if a map is impractical.

18 Genrer på webben (van Duyne, E-handelsbutiker Nyhetsmosaiker Föreningskonferenser Självbetjäningsmyndigheter Konsumentrörelsenät Gräsrotsnät...

19 Martijn van Welie: ( Site Types!My Site!Portal!Commerce Site!Community Site!Branded Promo Site!Corporate Site!News Site!Web-based Application!Multinational Site!Artist Site

20 Martijn van Welie: Ecommerce!Shopping cart!login!registering!product Comparison!Product Configurator!Product Advisor!Premium Content Look!Newsletter!Case study!testimonials

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22 Resources (Björk&Holopainen, Game Design Patterns) Game elements that are used by players to enable actions in a game. health and ammunition in first-person shooters money and units in real-time strategy games hit points and mana points in roleplaying games action points in turn-based games players and money in sport management games Instantiates: Collecting, Score, Stimulated Planning, Varied Gameplay, Tradeoffs, Rewards Instantiated by: Units, Clues, Time Limits, Lives, Budgeted Action Points, Indirect Control

23 Producer-Consumer (flow governing networks) Producer-Consumer determines the lifetime of game elements, usually resources, and thus governs the flow of the game play. battle units are produced in cities and consumed in battles rocks are produced at start and consumed by the player shooting Instantiates: Varied Gameplay, Resource Management Instantiated by: Producers, Consumers, Converters

24 Resource Management The players have to plan, manage, and control resource flows within the game in order to reach the goals of the game. Team sport games layer for managing the composition of the teams Civilization and SimCity has mgmt layers for regions and cities Instantiates: Tradeoffs, Cognitive Immersion, Stimulated Planning, Freedom of Choice, Game Mastery Instantiated by: Limited Resources, Renewable Resources, Combat, Betting, Investments

25 Producers A game element, usually some kind of a resource, is produced as a consequence of a player action, certain game element configuration, or other type of game event. blocks in Tetris are produced at the top of the screen when the previous block has been placed cities in Civilization can produce different kinds of units in fantasy roleplaying games hit points are regained, i.e. produced, by resting, taking health potions, and using healing spells Instantiates: Tradeoffs, Construction, Producer-Consumer, Empowerment, Stimulated Planning, Renewable Resources Instantiated by: Resource Generator, Resource Location, Drawing Stack

26 Consumer A game element is consumed blocks in Tetris are consumed when placed (dynamic to static) or when they disappear in a falling row pills are consumed by Pac-Man and ghosts can consume Pac-Man battle units in Civilization are consumed when they lose battles in fantasy roleplaying games hit points of the character are consumed when the character is hurt Instantiates: Producer-Consumer, Tension, Investments, Tradeoffs Instantiated by: -

27 Converters Converter produces different types of game elements from other game elements, typically from other resources. In essence, a Converter transforms game elements into other game elements. StarCraft has factories, which require basic resources, metal, energy to build units for the player the opposing end of the Chess board is a Converter that converts pawns to queens Instantiates: Producer-Consumer, Varied Gameplay, Empowerment, Freedom of Choice, Tradeoffs, Stimulated Planning Instantiated by: Bidding, Producer, Consumer

28 Container Container is a game element that can store other game elements. stack of money owned by a player in Monopoly a character s hit points and player s inventory in roleplaying games in Civilization the cities are Containers Instantiates: Stimulated Planning, Freedom of Choice, Limited Resources Instantiated by: Card Hands, Drawing Stacks

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