Lecture 7

Cis 1250 lec 7

Game Subsystems

  • Avatar
  • Concerns the player’s ability to negotiate the landscape
  • Temperature
  • Concerns the ignition of the blocks in the playing field, and how fire spreads between blocks.
  • Gravity
  • Concerns the collapse of objects and blocks in the playing field as a result of fire

The player’s Avatar is a glowing ball of fire, considered to be 1 unit in diameter.

The player’s abilities are as follows:

  • Move
  • Around the environment. The play turns left and right, and pushed forward to move (relative controls).
  • Jump
  • Up to a (relative) height determined by the heat of the ball. The characteristics of the jump are that the player rises rapidly up to their max (relative) height, and then slowly descend.
  • Burning
  • Blocks is achieved simply by pushing into them. If the player is just hot enough to ignite a block, they will need to push into the block for a short while to start a fire – but if they are considerably hotter, fires will start just by them passing by.
  • These are player’s abilities (no other abilities).

The temperature subsystem

  • The basis of the fire starting rests in a simple system of temperature based upon colours. He avatar increases in heat permanently when it touches a burning block that is hotter than the avatar’s current temp.
  • Further description i.e. (what colour means what and extra abilities)

User interface

  • Jump
  • The fireball jumps up to its max height, then begins to drift slowly down to the ground
  • Slam
  • Crash down to the ground rapidly and then explodes, igniting nearby blocks. If already on the ground, just explode.
  • Jump and Top down view
  • Shows from the top


  • The goal is to advance forward, burn and melt the environment and reach the torch
  • Advance player will clear the playing filed in shortest time or have the largest number of blocks burning at one time

The environment

  • Blocks
  • How is it constructed. Colours, and textured to show specific materials
  • Objects
  • Clusters of blocks. Vertical of ten colour or make abstract structures.
  • Theses are number to make it easy to find and reference
  • Gravity

Complex Behaviours

  • Always pulls the block and objects downwards. The gravity is 10 units per sec
  • Burning
  • How long, what happens after
  • Ignition
  • The temp at any point in the game filed is based upon the temp of the surroundings.
  • The process that determines if the ignition will occur.
  • Check neighbour blocks and how long they burn for.
  • How fire spreads.

Unknown values

  • Note
  • The 3 parametric values above are the temp radiation coefficient. The values given should be considered default values.

Complex behaviour diagram

  • Use pictures to help the develop
  • Have diagrams

Behaviour changes in the system

  • Burning out
  • After the burn out time expires, the block is removed completely
  • Any objects on it falls down.
  • The shape of the world changes over time.

Navigating the interface

  • Structure
  • Overview
  • The game is divided into field list or quest which consist of 6 field.
  • The play must player must play through all six filed to move to the next.
  • They can leave and exit if they want

System Operation Sequence

  • Show the order to do stuff in
  • Use Diagram

Naming Conventions

  • The format in which to name
  • What type of files to make?
  • The first 10 are informal description of the level. The next 2 are the stage. Next 4 rep the difficulty.
  • Easy, mid, hard, hell
  • So example would be smallhouse.LW.easy.ffs.

Change logs

  • Shows the changes that have occurred over time
  • Add reference to make it easy to change and perfect overtime
  • Easy to update
  • What changes were made and why they were made?
  • Keep a description of program history and changes.


  • Where to find more info?

Tactical Review

  • Review to make sure if meets the requirements, deign or to code
  • Keeps track of how they are developed and why

Objectives of a review

  • Uncover errors
  • Uncover solutions you have not discovered
  • Easier or better solutions
  • To verify requirements
  • Make sure it meets the requirements of the client
  • To ensure the software meets a standard
  • Make sure it’s not shit ffs
  • Internal standard and the legal standards and industry standards
  • For system uniformaty

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