Book Image

jMonkeyEngine 3.0 : Beginner's Guide

Book Image

jMonkeyEngine 3.0 : Beginner's Guide

Overview of this book

jMonkeyEngine 3.0 is a powerful set of free Java libraries that allows you to unlock your imagination, create 3D games and stunning graphics. Using jMonkeyEngine's library of time-tested methods, this book will allow you to unlock its potential and make the creation of beautiful interactive 3D environments a breeze."jMonkeyEngine 3.0 Beginner's Guide" teaches aspiring game developers how to build modern 3D games with Java. This primer on 3D programming is packed with best practices, tips and tricks and loads of example code. Progressing from elementary concepts to advanced effects, budding game developers will have their first game up and running by the end of this book.From basic concepts and project creation to building a complex 3D Game, you will learn to layout 3D scenes, make them interactive and add various multi-media effects.You will find answers to common questions including best practices and approaches, how game characters can act and interact, how to simulate solid walls and physical forces, how to take it online to play over a network and much more.From Zero to Hero, start your journey to make your game idea a reality.
Table of Contents (20 chapters)
jMonkeyEngine 3.0 Beginner's Guide
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Hey, this game is fun!


Think of your favorite games. Why did you enjoy playing them? Probably because they piqued your curiosity and gave you a feeling of success. Why did you stop playing others? Because they were boring or frustrating.

Unsurprisingly, criteria such as "special effects not colorful enough" or "cartoon characters not crazy enough" rank quite low among the reasons why not to play a game. These factors are the least of your worries when designing a fun game. But how do you find out whether your game idea is "fun"? Let's see what the experts say. Here is a quote by Raph Koster from "A Theory of Fun for Game Design":

"A fun game is the one that offers an interesting challenge to the player and makes him want to play the game until the challenge is conquered. But, the trick is to make the challenge not too hard (it will cause frustration) or too easy (it will cause boredom), so that the player can keep on playing."

A challenge becomes interesting if players feel they have a choice and control over the outcome. If the challenge is "not too hard, nor too easy", it is balanced. What we mean by interesting and balanced will become quite clear when you will look at a few examples.

Put your game idea to the test and answer the following questions:

  • Does your game have an item such as a "+50 Bazooka of Deadly Deadliness", a weapon with no disadvantages and which is so powerful that there is no reason to own any other? If yes, then you have deprived players of the fun of choosing the optimal equipment.

    Tip

    Get rid of no-brainer choices that are automatically successful. If you must have a killer item, balance the game by providing several similarly powerful items, each with a built-in disadvantage (one-time use only or 50 percent chance it may backfire).

  • Does your game exclusively generate enemies that are of equal strength as the player? Then you have deprived your players of the fun of taking smart risks. Make sure your game does not encourage arbitrary behavior—in this case, "I attack whomever I meet with no consequences."

    Tip

    Offer players the choice among more and less challenging tasks. For example, they can choose to compete against a single stronger or equal opponent, or a group of equal or weaker opponents. This way, your players get a better feeling for their own progress.

  • Does your game have lots of weak items that cannot be sold or used, and whose only purpose is to add volume to a pile of loot? If yes, you have deprived your players of the fun of identifying valuable items.

    Tip

    Either get rid of boring, useless filler items, or add situations where choosing a seemingly weak item turns out to be an advantage. For example, give a bonus if players use non-magic daggers against an enemy that is immune to magic.

You see that challenges are only meaningful if players face choices that noticeably influence the outcome of the challenge. How does your game idea fare regarding these important criteria?