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方法一:在开始菜单搜索框输入cmd,打开“命令提示符”窗口,输入sfc /scannow,修复系统文件,重启。(虽然不能保证sfc /scannow能够彻底解决问题,但使用这条命令有百利而无一害。) 方 法二:卸载IE8并重新安装。打开桌面上的“计算机”,点击卸载或更改程序-&打开或关闭Windows功能,取消“Internet Explorer 8”前面的勾,点击“确定”,重启。用同样的方法打开下面的窗口,勾选上“Internet Explorer 8”,点击“确定”,重启。 方法三:重置Internet Explorer。打开控制面板-&网络和Internet-&Internet选项-&高级-&重置。 方法四:下载Fix-IE.zip,重新注册动态链接库。 方 法五:打开Internet Explorer (无加载项)(开始菜单-&所有程序-&附件-&系统工具-&Internet Explorer (无加载项)),如果能够打开IE8并且能够浏览网页,证明是由于某个加载项导致浏览器无法正常工作。 点击工具-&管理加载项,通过 禁用加载项逐一排查。(最后发现是Flash Player没有正确安装导致“Internet Explorer已停止工作”。附flash_player_10_active_x.exe官方下载地址
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Outbreak Quest:A 90-day Game Development InitiativeAcademic ADL Co-LabUniversity of Wisconsin System AdministrationMonica Marlo Martinez-Gallagher, Dan Norton and StaffMay 20041AbstractIn February 2004, staff from the Academic ADL Co-Lab and the Centers for Disease Control(CDC) set out to build the prototype of a game for public health workers to identify a potentialoutbreak. This initiative had a self-imposed deadline of 90 days to determine just what resourceswould be needed to complete a larger initiative.2IntroductionThis project was a collaboration between the Centers for Disease Control and Prevention (CDC)and the Academic Advanced Distributed Learning (ADL) Co-Lab, and involved the creation of apilot simulation of one partial scenario encompassing the activities and events leading up to thedetection of a potential outbreak at a state or local health department. This simulation was createdwithin the context of a self-instructional training product for front-line public health workers onoutbreak detection and initial response.Initial Project DescriptionThe end product for this project is intended to serve as a model for the complete training product onoutbreak detection. A description of this complete training product is provided in “Appendix A:Complete Simulation Training Product Description”.The pilot simulation includes elements of one functional scenario which simulate the events of the“Outbreak Detection Process”. The visual treatment of the simulation is one in which the studentwill feel immersed into the scenario. The interface is designed to be intuitive and representative ofthe typical tools found in a public health setting.For the pilot, developers at the Academic ADL Co-Lab used a product entitled Game Maker, so thatwithin the initial compressed development time period, the majority of the time could be spent onthe interface and interactivity, rather than the underlying engine.As developers created the pilot simulation, we took into account the following requirements for thecomplete simulation training product:o be as 508-compliant as possible given current development tools and technology.o be compatible with standard Microsoft Windows operating systems, Macintosh (OS 10 andabove) and Linux.o operate on a range of playback options including:o online via Internet browser with both low and high connection optionso downloadable from Internet for local playbacko stand-alone media such as CD executable version3GoalsCreate a self-instructional training module on outbreak detection and initial response for front-linepublic health workers. This phase of the project is intended as ‘discovery’ of requirements forfurther development of a complete game module.ProcessProject Roles:NancyGathany,CDCProject Lead- Ensure project adheres to schedule and scope as closely as possible and stayson track to meet CDC’s goals- Review for scenario content and draft products for appropriate design strategiesgiven content and audience- Provide available CDC resources as neededJeanetteStehr-Green,MD, PHFLeads/Subject Matter Expert- Outline scenario content and possible student options (i.e., most likely actionsthat would be undertaken in response to specific events)- Develop characters involved in scenario and likely content of conversations- Provide scientific information/basis needed for scenario- Coordinate and interpret input from other subject matter expert reviewers(including initial review of prototype)- Review product for realismJudy Brown,Director,AcademicADL Co-LabAcademic ADL Co-Lab Lead- Liaison between CDC and Academic ADL Co-Lab- Ensure project stays on track to meet Co-Lab’s goalsKurt Squire Consultant on game design, pedagogy and assessmentDan Norton Lead User Interface and Visual Developer- Knowledgeable Game Resource- Graphic Designer and DeveloperMonica Marlo Art Director / Lead Illustrator- Illustrator- Graphic Designer and DeveloperProject CommunicationConference calls with the Academic ADL Co-Lab and remote partners took place bi-weekly for thefirst half of the project. These became weekly meetings for the last half of the project, as the needarose for more close contact with our subject matter expert (SME). Following a structured agenda4each week, these sessions were used to gain feedback on design iterations, clarify script questions,and share what our remote teams were discovering about the design process.DecisionsGame DesignOutBreak Quest uses very traditional game play designs. In its look and feel, its objectives, and inthe way it interacts with users, it draws upon several gaming genres and sub-genres.OutBreak Quest can be easily, though not most accurately, compared to the adventure games thatgame players have played and enjoyed for years. Within the traditional adventure game format, theplayer navigates from one location to another, encountering puzzles and clues. By successfullysolving each puzzle the player propels the game’s plot forward. One example of this genre of gameis Myst, in its time an extremely popular adventure game for the PC, and one of the best-sellingcomputer games of all time. Depending on his or her style of game play, a player could be playingto either solve the puzzles to advance the plot, or advance the plot to solve more puzzles.The structure of Outbreak Quest is similar to that of Myst. Both have specific spaces, or “rooms” inwhich the player encounters challenges and puzzles. In both, the player navigates between spacesand encounters new game elements and puzzles.Outbreak Quest differs from Myst in some important ways, however. In Myst players usedanalytical and logical skills to solve puzzles. In Outbreak Quest, players use investigative decisionmaking to advance the plot. A player in Outbreak Quest can still be motivated by a desire to solvepuzzles or to advance the plot, but in place of puzzle solving, the dialogues and interactionsthemselves serve as the temporal incentive to propel the character forward.Many contemporary games have structures analogous to those encountered in Myst. The PC game“Law & Order” and its sequel are very similar to Outbreak Quest. Both involve navigating betweendifferent locations, collecting information, and coming to conclusions. The differences here aremostly in aesthetic and tone, budget and time.Perhaps the “true” root or inspiration for the structure of this game, and also of the “Law & Order”series, is traditional text based adventures. Many game genres owe a debt to this early game-type,5and Outbreak Quest, as well as “Law & Order,” can be seen as modern interpretations building onthis earlier model.In a text adventure, a text narrative describes the players’ location, and players are prompted todescribe the ways they interact with the world by typing in text themselves. Much like in OutbreakQuest, players navigate through an environment, encounter characters and situations, receivepositive and negative feedback based on their decisions, and advance the narrative.Many text games, and later adventure games, require that the player gather a number of items whilehe or she navigates through the games. These items are kept in the player’s “inventory” and can beused later to overcome obstacles. Thus the player can acquire a key to open a door, or an Amulet todestroy a wizard, etc. Outbreak Quest uses the same model, except that instead of the characterarming themselves with a sword and shield, the character is arming themselves with facts andforms. Disease investigation relies on the investigator to build their own story, the story of adisease’s development and spread.One could argue that a disease investigation is not a quest through a fantasy world. However, therole of an epidemiologist is uniquely suited to this type of structure - a game that requiresinteresting characters, pseudo-linear game play, and threaded positive and negative feedback.User Interface (UI)6Many within the gaming and educational communities believe that an attractive and user friendlyUI is just “eye candy,” and that to develop a successful game all that is needed is good gamestructure. It is true that incredible graphics and lavishly rendered interface elements are notrequirements to an immersive gaming experience.However, UI design is essential to good game play. Ensuring the quality of a UI also requiresextensive testing. Given the deadlines on this project, developing a deliverable beta, an extensivepost-development testing phase was not possible. Instead testing was done throughout thedevelopment process. Additionally, our decision to use Game Maker as a development tool hadsuch an impact on many aspects of our UI design that we had to develop a separate module notdeveloped using that tool to demonstrate the UI interface that we envisioned for the final version ofOutbreak Quest. Given that UI usability and game play are so closely linked, our ability to gameplay test was limited.Explanatory entry screenThe ways in which users interacted with the introduction screens for Outbreak Quest provide goodexamples of how game play and good UI are interrelated. In the version of the game that userstested, introduction screens explain much of the background of the game, providing informationabout the game’s goals, game play, and usability. Testers, however, found it easy to skip thesepages, if they deemed them to be “click-throughs,” like much online content. Because of this, someusers wound up in first scene of the game with no clue as to who they were, and what they'reobjectives were.7The Player OfficeLeveraging more of the actual game description and help into the game play itself would have beenfar more effective. An example of this type of feedback would given notes from a mysteriouscharacter, attached to throwing stars be that found in the Xbox game “Ninja Gaiden” In this gamethe player begins the game in a safe environment, and is given notes, attached to throwing stars,from a mysterious character. In-game notes offer basic information about game play, and user tipsto help the player solve simple puzzles using the controller’s extensive array of buttons. Game playcan teach UI, and UI affects game play.Another compelling example of the interrelation between UI and game play comes from the 2004Indie Game Jam, a contest to create an interesting game in four days. To win the contest developersrushed their prototypes out of development to explore different aspects of game play anddevelopment. One game, called “Robot Circus,” by game designer Charles Bloom, was describedby the creator:“(it was).a robot circus that never really became a game. I wired thesecomplicated controls where you could hook up, I had like mouse and keyboard andgame pads all controlling different levels and springs and widgets on these robots.The idea was to play with different kinds of robots and direct control, and see if itwas possible to learn to control these weird devices and make them do something.It actually wasn't. It was really fun to make the robots but it wasn't fun to doanything with them, was the problem.”8As the reader can see, even when a game is designed so that a challenging UI can be an element ingame play, even the developer can concede that behind the flashy UI there is no game.Outbreak Quest’s UI went through many iterations and sub-iterations. Originally, the UI was goingto have more features, and be split into two distinct sections: User Tools and Room Tools. UserTools were “items” that were always present and permitted a variety of user interactions with thegame at any time. These included a list of forms to reference, and buttons permitting navigation outof whatever room in which the player was located. These were persistent from room to room andwere placed in the upper left hand corner. In the upper right hand corner, Room Tools were uniqueto a specific room or place within the game. By clicking on the Room Tools, players could initiate aconversation with characters in the game, and access items in the room.The Boss’ OfficeAt that point users had access to the phone, office forms, and other items that would be user tools ina projected interface for future version, by clicking on objects in that room.It is unclear whether having the user navigate through the office by clicking on objects in the roomwas more effective in facilitating game play than providing them with an array of buttons. Manyclassic “puzzles,” which users often found frustrating, may arise when users can't see or locateelements of use to them. A small key on the ground may go unnoticed, for example. These wereleveraged in early Sierra titles like the King's Quest series to challenge users, but most often playersmet these challenges by “cheating” - relying on a hint program or asking a friend to tell them whereto click and how to move on. This could be construed, although some may not agree, as another9“UI-as-game play-challenge” failure, like Robot Circus. However, even in new user createdrenditions of these classic games, “pixel hunts” are still present as game play elements. Whether thisis merely homage to a classic convention or a statement of the quality of the technique is debatable.Our testers and projected users for this game may not be traditional game-players, and we could notassume any game play literacy on the part of users when designing the UI. One particular instanceof note was early on in development, when we discovered that the term “inventory,” which is verycommonly used in adventure games as a reference to the character's collection of items, wasbaffling to some users who were not familiar with games.Overall, given restrictions on development due to time and the Game Maker tool, many challengesrelating to the UI are still not resolved. Hopefully, with further development, more extensive testingand prototyping on a more robust platform will enable us to refine the product further.GraphicsSince Game Maker is a 2-D game tool, and our game is additionally 2-D, it was decided early on tonot attempt photorealism or 3d modeling for the graphics of the game. Instead, graphics were handdrawn by Monica Marlo and Dan Norton (using Adobe Illustrator) and using photographs asreferences. Occasional photographic elements were collaged in as well.Mark Braun, Bistro ManagerCharacters were all rendered by Monica Marlo, with the exception of Roger Snow, who was createdusing a tool called Oddcast. Oddcast is predominantly used for the animating of characters for10online use in Flash applications, but his character was sampled and brought into the game. Later, weused the same character from Oddcast in the Flash demo, but now animated, using Oddcast’s tool.Additionally, the artists visited a public health building in Madison, Wisconsin, to acquire more ofthe visual aesthetic of epidemiology. A large amount of wall art and posters was photographed, andfor further development of the project it will be incorporated into the game’s surroundings toenhance the ambience.Example of forms in game.Some base level graphics were rendered using Game Maker itself, such as the text boxes andmajority of the text itself. The notable exception was the text that appeared next to buttons. The textwas originally rendered by Game Maker, but testing revealed issues with making text clickable, andall buttons were replaced by externally rendered graphics.ToolsGame Maker () was used to create a prototype of a traditionaldialogue driven adventure game, similar to Myst. In the adventure game genre, the player takes therole of a particular character, and progresses through a story by talking to characters within thegame and interacting with their environment. Everything is pre-scripted, and the game is purely 2D.This type of game structure is ideal for pushing a narrative structure - it's similar to interactivefiction, as discussed in the book "Twisty Little Passages", by Nick Montfort, but with graphics andgraphic representations of common commands.11Game Maker was selected because of its intuitive programming structure and its built-in structures,allowing us to easily construct games that fit with our game model. Game Maker has built-in toolsfor constructing rooms, items, and graphics for a game.The developers’ background was with ActionScript programming in Macromedia Flash. GameMaker shared much of the standard ECMAScript syntax used by Flash, but there were severaldifferences. Most of the opinions here regarding these issues will be in relation to the developer’sexperiences as Flash programmers.Game Maker - AdvantagesGame Maker was very effective as a tool for creating prototypes. It let the development team buildthe beta quickly, and quickly allowed for game play, UI, and structural issues to be discussed.Extensive redrafting was possible as new game play elements were tested and reviewed, enabling usto make decisions regarding basic UI and game play quickly. For example, the model forrepresenting the conversation in two windows next to each other went through extensive redesign.Originally conceived as one panel, it was then changed to two. Later revisions changed the presenceof the second window from permanent to intermittent. Using Game Maker, these drafts were able tobe drafted and reconsidered quickly, with little effort.Game Maker also offered a quickly graspable programming language, driven by graphicrepresentations of code. The ability to generate logic visually further accelerated the prototypingprocess. The language and logic behind the game structures was exceptionally easy to design, edit,and describe.The sprite object system was easy to manage and implement. Objects use sprites, and sprites can bechanged as necessary to design new elements of UI, background objects, and more. This enabled usto simultaneously design individual graphics and the look of the game as a whole whileprogramming it, and in many cases a simply reloading the graphic was all that was required to makea change.The built in room architecture was also efficient for design. The team was able to construct logicalstructures for each room, allowing them to better maintain and keep track of the code. Once thescript began being implemented in earnest, and an extremely large quantity of text objects werebeing handled, this was essential.12Game Maker - DrawbacksThe biggest hindrance for this prototype was the way Game Maker handles text. Game Makercreates text on screen from a given x-y coordinate. All indentation and line breaks must be handwritten, so as to make them fit into the correct space. Additionally, text must be put into a verysmall window - one line, maybe thirty characters long. After thirty characters, the text scrolls.There is no way to view the text in its entirety except by mousing over the current code object, andthere is no way at all to see the indentation except by running the game and testing it. Since sometext occurs fairly late in the prototype, testing was extremely time consuming.Additionally, rendering text on screen is an enormous processor hit, and it is believed to be thecause of several bugs that still exist in the prototype. If several text instances are on screen at once,the game can slow down, and in some cases stop. This occurs even though there is nothing elseoccurring on the computer. The solution would have been to pre-render all text as graphics, but theloss of the ability to edit text and time required to pre-render all text screens was unacceptable forthis project.Another drawback to Game Maker is its lack of object oriented development. With each text boxrequiring personal attention for fitting text, box sizing and menu placement, what was great forprototyping became poor for scaling. Using an alternative development platform, creating a generictext box component that could have dynamically scaled to the correct size would have been moretime consuming up front, but would have led to superior efficiency in the end. Even the small scopeof the prototype began pushing the limits of what could be handled by hand.Alternative DesignGiven our limited development timeline, we were forced to belay creation of our ideal game demo.During the final week of development, additional hours were put into the project to create aMacromedia Flash version of one scene. This file was intended to project what a final version ofthis game would both look and function like.Oddcast VHost technology () was used to rapidly deploy characters in the gamethat were able to speak their own scripts. Stanford University has established through research intoavatars and education that information delivered via a “talking head” can be more engaging andwell received than in text or text and static images alone. We hope to harness that intrigue to deliver13content to the end user that engages them to both retain what is presented, as well as the desire forfurther information.The user interface evolved to include proposed visual meters of time, budget, and goodwill, allfactors that will be tracked to assess performance, and offer relevant feedback for the game playingstudent. A physical “map” was also added to the interface to aid the player in situating themselvesin the game environment. By creating virtual physical distances between interaction points in thegame, an auxiliary level of consequence (in the form of virtual motion between points costing time)could be factored into the game. This was done in our attempts to honor the idiosyncrasies ofdisease investigation in real time, without offering the banal actions of actual movement about theenvironment.DiscussionThe only real difficulty on the project was the time scale. The allotted 3 months to create a gameprototype was extremely short, and the lack of time for testing and QA hurt the delivered project.Production of the prototype went very smoothly, with only a few hitches to the process. GameMaker was a solid and adequate tool for our purposes, and the game play was refining rapidly over14weekly meetings with the team. However, the process of refinement and feature addition was cutshort, and the focus of the last week of the project was simply to finish the project as much aspossible.Since the game play prototype was made using a very basic tool, and there was no time for editsbefore presentation, the prototype was not nearly as polished as it could have been for presenting.After the initial presentation, another two weeks was put into user testing and bug-catching, whichresulted in a smoother, more presentable product.In order to further develop the game, extensive time for testing, both in the beginning and end of theproject will be required.ResultsPresentation: Wisconsin Department of Public HealthTo get initial reaction and feedback from members of the target audience community, the elementsof our presentation prototype were taken to the Wisconsin Department of Public Health (WDPH)for a ninety minute discuss and probe walk-through of the materials. A short survey garneringdepartment position, verification of involvement with games and a self-rated scale as to gamingexperience level was completed by approximately eighty percent of the participants. The AcademicADL Co-Lab presentation committee consisted of Monica Martinez-Gallagher, Dan Norton and Dr.Kurt Squire.What we found when discussing the project with people who work in the field, and afterward in acasual post-presentation meeting, was that most of the group could see something like this aiding anovice epidemiologist to gain more interest in the subject, but that the information that we hadprovided was far to shallow a survey of the subject (symptoms, available questions to ask, etc.) aswell as a little ‘preachy’. When shown the talking version of Roger Snow, there was a ratherunanimous vote that even if the characters spoke, potential players desired the ability to turn soundoff in an office environment. There was some recognition in how sound effects could assist insetting a mood and tone for the game. They seemed less than enthusiastic about talking charactersaltogether.15The presentation began with the trailer being shown, sound being played out of laptop speakerswhich were less than ideal for the purpose, but adequate. The file being displayed at originalresolution wasn’t large enough to be useful for the projector, and when expanded lost it’s maskingabilities. It would do presentation of these materials well to receive a resizing for higher resolutionmonitors and presenting. There was general laughter about the room, and when asked why theylaughed, the response was that it was a very dramatic opening, cinematic, maybe too dramatic, asthe drama might be construed as playing on the fear factor of public health. There seemed to be adisdain for the use of such tactics in the participants’ underlying response. Suggestion was made tomake it “local” rather than “metropolitan” health department, so as not to alienate smallerdepartments. Also, graphics could be maybe not as ominous and conspiratorial feeling – the groupdefinitely responded negatively to anything that suggested the fear and unknown element of theirfunction in society.There was a good general understanding of what the Flash User Interface (UI) was representativeof, which we presented next. A request of making what type of goodwill that slider represented wasmade, as well as raising the contrast on the green budget bar. It was difficult to see when projected.There also seemed to be some ambiguity as to what the difference between the ‘Info’, ‘Help’ and‘PDA’ buttons was. When asked how many of them had and used PDA’s, about half of the grouppossessed some form, and about half of them (about a fourth) reported that they use their PDA’s forcontacts,(especially during an outbreak), addresses, general ‘Outlook’ type duties.The in-game forms seemed less than intuitive to them. Access to the forms, as well as their generalfunction in the game, were both unclear. When probed with the question as to whether they wouldprefer to keep notes in some sort of online diary, or rather just have a pen and paper in front ofthem, their response was that it would seem a more authentic experience if the user were required tokeep notes on their own, discerning what of the interaction with the game character was pertinent torecord. Maybe to that end an additional feature the game might possess would be the ability to printout the forms, rather than or in addition to making them available in-game, so that players canphysically fill out the form they are collecting information for. Maybe the ability that is now presentto auto-fill out information as interactions amongst characters happens could be a selectable option.Another suggestion that was made by participants of the focus group was that we should attempt toincorporate a deeper intimacy with the tools of their trade. An example of this would be to16incorporate the actions of creating a line list and “epi-curve’” of known cases to determine outbreakstatus.The presentation group was lively and responsive, and open to our questions and probing. Thepresentation lasted one hundred minutes, and the majority of it was recorded via digital camera byDr. Squire.The TrioOur presentation files consisted of an HTML page that launched the trailer (Flash movie) thealternate version in Flash, and the Game Maker version.Outbreak Quest TrailerThis thirty second cinematic style opening puts both Academic ADL Co-Lab and Centers forDisease Control branding on the prototype. Using sound and a slow pan down an animatedmonolithic building proclaimed to be the “Metropolitan Health Department”, a first personperspective camera shot follows point of view to the sound of footsteps approaching the building todramatic music. A cell phone rings twice, it is answered, and out fades the scene, in fly the words“Outbreak Quest”.Flash Alternate VersionA single page interaction with content, button and icon map driven navigation of information andplaces. Oddcast ‘VHost’ character placed to read text that also is available for player review viascrolling text box.Game Maker VersionThe game is playable through the entire script, with the exception of the conversation with Dr.Hudgings and the laboratory. The file size is roughly 4MB, and is compressible to roughly 2.5 MB.It is a standard Windows executable, created by the Game Maker tool. This file gives an example ofgame play flow and was a test bed for basic UI drafting.17Proposed Development Cycle ChangesSince the most difficult part of building the prototype was dealing with text issues, an immediateswitch to a Macromedia Flash engine driven by XML and possibly some further applicationlanguage and database technology that would support the possible integration of sequencing intogame play via SCORM 2004 guidelines would be required for further development. Furtherdevelopment of the script would be needed as well - we have 20% of the entire script thus far. Thisgame could be testable for hands-on play if this switch in technology were made, and the entire firstpart of the script were finished, now that we know better as a team what is necessary to create sucha script.The division of content for team development, review and editing further supports the technologyevolution to a rich internet application built with a Flash front end. With careful planning of thestructure to be as extensible as possible for its future use in alternate scenarios (possibilities ofbioterrorism, communicable disease, and career guidance were all suggested) the project would bestructured to be more simply divided amongst team members. One suggestion toward this endregards the naming of text parts (text that displays with each choice made, character interaction,etc.) - this started out very matrix oriented, based on an arbitrary numerical structure. Were thissystem slightly altered so that names of text parts correlated a real world understandable name tothe game so that it could be understood to program with, wiring the game flow to match theprogressive logic of the script would have been a more streamlined task, if both are listed in a parentdocument script,Budget and Timeline EstimationsThe initial planned timeline for this project was 12 weeks, though the first two weeks were given toproject planning, asset gathering, and many discussions amongst remote teams as to what thisproject was to be. Taking this in consideration, the development cycle was allotted 10 weeks, andthen there was some edit time of the materials between the end of the development cycle, and thefinal presentation to WDPH. Considering that during this time we got approx 20 % of the scriptdone, and 10% of it added into media content, projections suggest that full creative developmentand iterative testing of the script would take approximate. A rebuild of theinterface in to a Macromedia Flash based XML environment would also take approximately thatmuch time. Further illustrations to flesh out the story, a revisit of the interface based upon feedbackfrom the WDPH presentation would all take time. In depth user testing should be done at the next18phase of development’s roll out, upon 100 % completion of one scenario of the script. This wouldreasonably add approx. twelve weeks to the development cycle.19Appendix A: Full-Scale Simulation DescriptionThe final file format for the simulation has not yet been determined but may be Macromedia Flashor Macromedia Director. We would strive to be as 508-compliant as possible given currentdevelopment tools and technology. This product would be compatible with standard MicrosoftWindows operating systems, Macintosh (OS 10 and above) and Linux. We will consider a range ofplayback options including:o online via Internet browser with both low and high connection optionso downloadable from Internet for local playbacko stand-alone media such as CD executable versionSelection of playback options will take into consideration the hardware and software available tothe target audience.Intellectual documentsFor this collaboration, documentation is critical in order to facilitate development of subsequentscenarios and future simulations. The team plans to create a series of documents that describe the“standard best practices” of the process undertaken to create the simulation. The “paper-trail” willalso include the instruments used for formative testing and summaries of those tests. Theintellectual documents will be in the public domain.CodeThe scenario specific code (graphics, etc.) is in the public domain and will be available uponrequest. However, reusable code is owned by University of Wisconsin Board of Regents and will belicensed for free use & reuse by the Centers for Disease Control and Prevention but not fordistribution by CDC. The purpose of the licensing is to protect the generic code from non-CDCuses. The reusable code will be separated and obvious to any developer, and likely not visual but an'engine' that loads and runs the simulation.Compiled CodeThe compiled code which consists of the Shockwave Flash and Executable files that learners run iscompletely public domain.
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暴发探索: 一个90天的游戏开发计划 学术ADL的联合实验室 威斯康星大学系统管理 莫妮卡马洛马丁内斯加拉格尔,丹诺顿和员工 2004年5月 一 抽象 2004年2月,工作人员从学术ADL的联合实验室和美国疾病控制中心 (CDC)的目标是构建一个对公众健康工作者的游戏原型,以确定一个潜在 爆发。这一倡议进行了90天的自设期限,以确定正是资源 将需要完成一个更大的主动权。 2 介绍 该项目是连接中心疾病控制与预防中心(CDC)合作, 与学术高级分布式学习能力(ADL)联合实验室,并参与创作的一 仿真试验方案包括一个局部的活动和事件导致的 一个可能爆发的检测在国家或当地卫生部门。这是创建模拟 在一个前线自我的教学培训产品方面的公共卫生工作者 疫情检测和初步回应。 最初的项目简介 此项目的最终产品是打算作为一个完整的培训产品的模型 疫情检测。这方面的一个完整的培训产品介绍提供的“附录一: 完成模拟训练产品说明“。 该试验模拟场景包括一个功能是模拟的事件内容 “疫情检测过程”。该仿真及可视化处理,是指学生 会觉得浸入的情况。该接口的设计是直观和代表 在公共健康服务机构中的典型工具。 对于飞行员,在学术ADL的联合实验室开发人员使用的题为游戏制造商的产品,使 在初始压缩开发时间内,大部分时间可以用在 界面和交互性,而不是潜在的引擎。 作为开发人员创建了模拟试验,我们考虑到了以下要求 完整的模拟训练产品: o作为508兼容尽可能考虑到目前的开发工具和技术。 o与标准的Microsoft Windows操作系统,苹果(第10和兼容的操作系统 以上)和Linux操作系统。 o经营的播放选项,其中包括: ?通过互联网在线与低收入和高连接选择浏览器 ?从互联网下载的本地播放 ?独立媒体,如CD浏览器在当地的可执行版本 3 目标 创建一个爆发的探测和前线的初步反应自我的教学训练模式 公共卫生工作者。这期工程的目的是为'发现需求'的 进一步发展一个完整的游戏模块。 进程 项目角色: 南希 Gathany, 疾病预防控制中心 项目负责人 - 确保项目遵循进度和范围,并保持尽可能密切 轨道上,以满足疾病预防控制中心的目标 - 审查方案草案的内容和适当的产品设计策略 由于内容和观众 - 提供所需的资源,提供疾病预防控制中心 珍妮特 施特尔绿, 医师PHF 信息/主题专家 - 内容大纲的情况和可能的学生选择(即最有可能的行动 这将是开展针对特定事件) - 发展中的场景和人物所涉及的对话内容可能 - 提供科学信息/基础的方案需要 - 协调和解释从其他学科方面的专家评审意见 (包括原型初步审查) - 审查产品的现实主义 朱迪布朗 董事, 学者 ADL的联合实验室 学术ADL的联合实验室铅 - 疾病预防控制中心之间的联系和学术ADL的联合实验室 - 确保项目停留在轨道,以满足联合实验室的目标 库尔特乡绅顾问对游戏设计,教学方法和评估 铅丹诺顿用户界面和可视化开发 - 知识化游戏资源 - 平面设计师和开发人员 莫妮卡马洛艺术总监/铅插图 - 插图 - 平面设计师和开发人员 项目沟通 会议与学术ADL的联合实验室和远程合作伙伴需要的地方花了两周一次 上半年该项目。这些成为每周的会议,该项目的最后一半的需要, 产生了更密切的与我们的主题专家(SME)的接触。经过结构议程 4 每个星期,这些会议被用来获取有关设计迭代反馈,澄清脚本的问题, 并分享我们的远程队对发现的设计过程。 决定 游戏设计 探索采用非常传统的暴发游戏设计。在其外观和感觉,它的目标,并在 它的方式与用户进行交互,它借鉴了一些游戏类型和子类型。 可以很容易暴发探索,虽然不是最准确,而冒险游戏 游戏玩家都曾经玩过,多年来享有。在传统的冒险游戏的形式, 从一个球员导航到另一个位置,遇到难题和线索。通过成功 每个玩家解决难题推动了游戏的情节向前发展。其中一个例子的游戏类型 神秘岛是在其时间用于PC的非常流行的冒险游戏,以及最畅销的一 电脑游戏的所有时间。根据他或她的游戏风格,玩家可以扮演 要么解决的难题,推进情节,或提早阴谋解决更多难题。 追求结构的爆发类似的神秘岛了。两者都有特定的空间,或“室”中 该球员遇到的挑战和难题。在这两种,球员之间的空间导航 并遇到新的游戏元素和困惑。 探索神秘岛暴发不同于在一些重要方面,但是。在球员使用神秘岛 分析和逻辑思维能力,解决难题。在暴发探索,玩家使用调查的决定 推进决策的阴谋。阿中爆发的球员仍然可以探索的动机是希望解决 难题或推进情节,但在地方解决的难题,他们的对话与互动 自己作为诱因,时间向前推进的特征。 当代有许多结构类似的游戏中遇到的那些神秘岛。个人电脑游戏 “法律与秩序”及其续集非常相似暴发探索。双方之间涉及航行 不同的地点,收集信息,然后才作出结论。这里的区别 主要是在审美和语气,预算和时间。 也许“真正的”根或灵感为这个游戏的结构,以及“法律与秩序也” 系列,是传统的基于文本的冒险。许多游戏类型欠了债这个游戏初期型, 5 探索和暴发,以及“法律与秩序”,可以被看作是建立在现代诠释 这一早期模型。 在文字冒险,文字叙述介绍了球员的位置,和球员提示 形容他们的方式与世界互动的文本自己打字。就像在暴发 探索,玩家通过浏览一个环境,遇到的人物和情况,接受 正面和负面的反馈,对他们的决定,推进叙事。 很多文字游戏,后来冒险游戏,玩家需要收集的物品数量,同时 他或她通过游戏导航。这些物品存放在播放器中的“库存”,可 稍后用于克服的障碍。因此,玩家可以取得钥匙打开门,或护身符,以 摧毁了一个向导,等疫情探索使用相同的模式,只不过不是字符 武装自己的剑和盾,字符是用事实和武装自己 形式。疾病调查依靠建立自己的故事的调查,一个故事 疾病的发展和蔓延。 人们可以争辩说,疾病调查不是通过一个幻想世界的追求。然而, 一个流行病学的作用是特别适合这种类型的结构 - 一个游戏,需要 有趣的角色,伪线性游戏,和螺纹正面和负面的反馈。 用户界面(UI) 6 在许多游戏和教育界认为,一个有吸引力和用户友好 用户界面只是“眼睛糖果”,并建立一个成功的游戏所需要的是好游戏 结构。诚然,令人难以置信的图形界面元素和华丽呈现不 到身临其境的游戏体验的要求。 不过,用户界面设计是必不可少的好游戏。确保质量,也需要一个用户界面 广泛的测试。鉴于对这个项目的最后期限,发展成果测试,广泛 发展后的测试阶段是不可能的。相反测试是整个 发展进程。此外,我们决定用一个游戏制造商已开发工具 这种影响对我们的UI设计的许多方面,我们必须制定一个单独的模块不 使用该工具来开发的UI界面,展示我们为最终版本的设想 暴发探索。由于用户界面的可用性和游戏是如此紧密地联系在一起,我们的比赛能力 播放测试是有限的。 解释性输入屏幕 在其中用户与屏幕暴发探索引进的方式提供良好的互动 游戏的例子,说明和良好的用户界面是相互关联的。在版本的游戏用户 测试,引进屏幕解释了游戏的背景情况,提供资料 有关游戏的目标,游戏和可用性。测试设备,但发现它很容易跳过这些 页,如果他们认为他们是“点击得来,”像很多网上的内容。正因为如此,一些 用户结束了在游戏的第一现场,没有以他们是谁的线索,他们是怎么 目标。 7 玩家办事处 凭借更实际的游戏介绍和帮助到游戏本身会被 更为有效。此反馈给笔记型例子从一个神秘的 性格,重视飞镖是,在Xbox游戏中找到“忍者外传”在这个游戏 球员开始在一个安全的环境下比赛,并给出注释,附加到飞镖, 从一个神秘的人物。在游戏中注意到提供有关游戏的基本信息,以及用户的提示 帮助玩家解决使用该控制器的一系列广泛的按钮简单难题。游戏 可以教用户界面,用户界面和游戏的影响。 另一个UI和游戏之间的相互关系引人注目的例子来自2004年 独立游戏果酱,竞赛营造一个四天有趣的游戏。为了赢得比赛的开发 他们的原型冲出来的发展,探讨游戏和不同方面 发展。一个游戏,叫做“机器人马戏团,由游戏设计师查尔斯布鲁姆”,被形容 由创作者: “(这是)。马戏团的机器人永远不会真正成为一个游戏。我这些有线 在这里您可以挂接复杂的控制,我喜欢和鼠标和键盘 游戏手柄控制这些机器人都不同层次,弹簧和部件。 当时的想法是玩的机器人和直接控制不同的种,看它是否 有可能学会控制这些奇怪的设备,使他们做些事情。 它实际上不是。这真是有趣,使机器人,但它是做不好玩 携带任何东西,就是问题所在。“ 8 由于读者可以看到,即使是一个游戏一个具有挑战性的设计,使用户界面可以是一个元素 玩游戏,甚至开发人员可以承认,华而不实的用户界面背后有没有游戏。 爆发Quest的用户界面经历了多次迭代和分迭代。最初,是将用户界面 有更多的功能,并分为两个截然不同的部分:用户工具和工具室分裂。用户 工具“项目”的人总是存在的,并允许用户交互的一个品种 游戏在任何时候。这些措施包括清单的形式引用,导航和按钮允许出 不论房间中的球员位置。这些都是从一个房间到另一个房间和持久性 被放置在左上角。在右上角,是独一无二的工具室 一个特定的房间或在游戏场所。通过对房间点击工具,玩家可以发起一 在聊天,游戏人物,并在房间里访问项目。 老板的办公室 在这一点上的用户有机会获得手机,办公的形式,和其他项目将在用户工具 预计今后一个版本的界面,通过点击在那个房间里的物体。 目前还不清楚是否有用户通过浏览该办事处通过点击在房间内的物体 在促进更比提供一个按钮数组他们的游戏效果。许多 经典的“困惑”的用户经常发现令人沮丧的,可能会出现当用户无法看到或找到 他们使用的元素。在当地小项可能被忽视,例如。这些 早在塞拉利昂像国王的探索系列职称杠杆挑战用户,但最常见的球员 由“作弊” - 依靠一个提示程序或要求的朋友,告诉他们这些挑战的地方 点击以及如何继续前进。这可以解释,虽然有些人可能不同意,另一 9 “用户界面的随游戏,挑战”的失败,像机器人马戏团。但即使在新用户,创建 这些经典游戏译丛,“像素狩猎”仍然作为游戏的元素存在。这是否 仅仅是一个典型的敬意公约或该技术的质量声明是有争议的。 我们的测试和预测这个游戏的用户可能不是传统的游戏玩家,我们不能 假设上的任何用户界面设计时的部分游戏识字。一个特殊的实例 值得注意的是早在发展,当我们发现,所谓“库存”,这是非常 常用的冒险游戏,作为对人物的物品集合的引用,是 莫名其妙到某些用户谁不熟悉的游戏。 总体而言,由于在发展由于时间和游戏制作工具的限制,许多挑战 有关用户界面仍然没有解决。希望进一步发展,更广泛的测试 并以更强大的平台原型将使我们的产品进一步完善。 图像 由于游戏开发商是一个2 - D游戏的工具,而我们的游戏是另外2 - D,它决定提早到 不要试图米开朗基罗或三维图形的游戏模型。相反,图形的手 制定和莫妮卡马珞丹诺顿(使用Adobe Illustrator)和使用照片作为 引用。偶尔摄影元素,拼贴在为好。 马克布劳恩,小酒馆经理 角色都是呈现由莫尼卡马洛,随着罗杰雪,谁是创建例外 使用所谓Oddcast的工具。 Oddcast主要是用于为动画人物 10 在线Flash应用程序中使用,但他的性格是采样,进入游戏带来的。后来,我们 从Oddcast使用相同的字符在Flash演示,但现在动画,使用Oddcast的工具。 此外,艺术家参观了在麦迪逊,威斯康星州,公共卫生建设,以获得更多的 在流行病学视觉美感。阿墙艺术和海报大量的照片,和 为项目的进一步发展也将纳入该游戏的环境,以 加强气氛。 比如,在游戏的形式。 一些基层图形呈现了使用诸如文本框和游戏制造商本身, 大部分的文字本身。引人注目的例外是出现了旁边的文字按钮。该文本 最初是由游戏厂商提供,但测试显示,与文字转成可点击的,和问题 所有的按键改为外部提供的图形。 工具 游戏制造商(http://www.gamemaker.nl/index.html)用来创建一个传统的原型 对话驱动的冒险游戏,类似于神秘岛。在冒险游戏类型,玩家需要的 特定字符的作用,并通过一个故事进展所谈论的范围内为字符 游戏和与环境相互作用。一切都预先脚本,游戏纯粹是二维。 这种结构类型的游戏是推着叙事结构的理想 - 这是类似于互动 小说,在书中所讨论的“曲折小通道”,由尼克蒙特福特,但图形和 共同命令图形表现。 11 游戏制造商被选中是因为它的直观的编程结构,其内置的结构, 使我们能够轻松地构建游戏与我们的游戏模型的拟合。游戏设备有内置的工具 兴建室,项目及图形的游戏。 地产商的背景是用ActionScript在Macromedia Flash编程。游戏 设备共享的标准由Flash使用ECMAScript的语法很多,但有几个 分歧。这里大多数的意见对这些问题将在有关发展商的 为Flash编程经验。 游戏制造商 - 优势 游戏制造商非常作为创建有效的原型工具。它让开发团队建设 第二位的快,准,快速游戏,用户界面,允许和结构问题进行讨论。 为尽可能广泛的重新起草新的游戏元素进行了测试和审查,使我们 有权决定基本的用户界面和游戏迅速。例如,模型 在两个窗口代表交谈,彼此相邻,经历了广泛的重新设计。 最初是作为一个小组设想,那么,它就变成两个。后来经过修订,改变了存在 从第二个窗口,以永久间歇。利用游戏制造商,这些草案能够 重新起草和迅速,很少的努力。 游戏制造商也提供了一个快速graspable编程语言,图形驱动 交涉的代码。逻辑的能力产生视觉上进一步加快了原型 过程。后面的语言和逻辑结构的游戏是非常容易设计,编辑, 和描述。 该Sprite对象系统很容易管理和执行。对象使用精灵,精灵可以 根据需要改变设计的UI,背景对象的新元素,等等。这使我们 同时个别的图形设计和游戏作为一个整体看,而 方案编制,并在许多情况下,只需重新加载图形是所有被要求作出 改变。 在房建建筑设计也有效。该小组能够构建逻辑 每个房间的结构,使他们能够更好地维护和保持代码的轨道。一旦 脚本开始被认真执行,以及对文本对象的数量是非常大 被处理,这是必不可少的。 12 游戏制造商 - 缺陷 此原型的最大障碍是游戏制造商的方式处理文本。游戏制造商 从屏幕上创建一个给定的XY坐标的文本。所有缩进和换行必须手 写,以使它们适应的正确的空间。此外,文字必须是一个非常投入 小窗口 - 一条线,也许30个字符。经过30个字符,文本滚动。 有没有办法查看全部除非鼠标的当前代码对象,和文本 有没有办法看到,除了在所有运行的游戏和测试它的缩进。由于一些 在文字出现较晚的原型,测试是非常费时。 此外,在屏幕上呈现文字处理器是一个巨大的打击,它被认为是 原因仍然在原型存在几个错误。如果有多个文本实例一次在屏幕上, 游戏可以慢下来,而且在某些情况下停止。即使发生这种情况,没有什么别的 发生在计算机上。该解决方案将已预先提供一切作为图形文字,但 在编辑文字的能力,并要求预先提供的所有文本屏幕时间上的损失是不能接受的 此项目。 游戏制造商的另一个缺点是它缺乏面向对象的发展。随着每个文本框 需要装修的文本,箱大小和菜单的位置,什么是伟大的个人关注 原型成了穷人的缩放。使用替代发展平台,创造一个通用 文本框组件,可动态地缩放到正确的尺寸会更 耗时了前面,但会导致最终以出色的效率。即使是小范围 原型开始推动的极限,原本可以由手。 另类设计 由于我们有限的开发时间,我们被迫系绳我们的理想游戏演示创作。 在发展最后一周,时间是增加投入该项目以创建一个 Macromedia的Flash版本的一个场景。这个文件的目的是什么项目最终版本 这个游戏将外观与功能等。 Oddcast虚拟主机技术()是用于快速部署的游戏人物 这人能说他们自己的脚本。斯坦福大学将通过研究建立了 化身和教育,信息传递通过一个“会说话的头”,可以更具有吸引力和 也得到了比单独的文字或文字和静态图像。我们希望利用这种阴谋提供 13 内容给最终用户他们都从事什么,提出保留,以及渴望 进一步资料。 用户界面发展到包括拟议视觉米的时间,预算和善意,所有 因素,将被跟踪,评估绩效,并提供相关反馈的玩游戏 学生。一个身体“地图”也被加入到接口中的情境,帮助自己的球员 在游戏环境。通过建立在虚拟点之间的相互作用的物理距离 游戏,一个后果辅助水平之间的成本核算时间点虚拟运动形式() 可以计入该游戏。我们这样做是试图荣誉的特质 疾病调查,实时,没有提供关于实际运动的平庸行为 环境。 讨论 该项目的唯一真正的困难是时间尺度。在指定的3个月,创造一个游戏 原型是极短,以及测试和质量保证交付时间不足伤害项目。 原型制作过程也很顺利,只有少数的进程的障碍。游戏 制造商为我们的目的是稳固的和适当的工具,是游戏的精炼迅速, 14 与球队每周会议。然而,细化的过程和特点除了被切断 短,以及该项目的最后一周的重点是简单地完成项目多达 可能的。 由于游戏的原型使用了一个很基本的工具,也没有时间编辑 然后提交,原型几乎没有打磨,因为它可有介绍了。 经过初期的表现,另外两个星期后,投入的用户测试和错误捕获,其中 导致更顺畅,更像样的产品。 为了进一步开发的游戏,测试的大量时间,在开始和结束两个 项目将是必需的。 结果 演示:威斯康星州公共卫生部 为了得到最初的反应,并从社会的目标受众,反馈的元素成员 我们的演示样机被送到公共健康(WDPH威斯康星部) 一90分钟讨论和探索的材料步行通过。赢得一个简短的问卷调查 部门的职位,与游戏和自我评价的参与规模,以验证游戏 经验水平完成了大约百分之八十的参与者。学术 ADL的联合实验室介绍委员会由莫尼卡马丁内斯加拉格尔,丹诺顿博士 库尔特乡绅。 我们发现在讨论的人谁在外地工作的项目,并在随后 散后发表会,是该集团最能看到一个像这样的东西帮助 流行病学专家,以获得更多的新手在这一问题的兴趣,但我们的信息 提供远至浅的一个主题(症状调查,现有的问题要问,等) 以及一个小'说教'。当显示的罗杰斯诺谈话的版本,有相当 一致表决,即使人物发言,希望球员的潜力能够使声音 关闭在办公室环境。有一些声音效果如何能够帮助识别 开创了游戏的情绪和基调。他们似乎小于热衷于谈论字符 共。 15 颁奖开始与拖车正在显示,声音正在发挥出笔记本电脑音箱 这比为宗旨理想,但也够用。该文件被显示在原 决议并没有大到足以成为有用的投影机,并展开时失去了它的掩蔽 能力。它会做这些材料的表述,以获得更高的分辨率缩放 显示器和提出。在房间里有笑声,而当问他们为什么 笑了,反应是,这是一个非常引人注目的开放,电影,也许太戏剧化,因为 电视剧可能被解释为对公众健康的恐惧因素发挥。似乎有一 蔑视这种战术在参加者的基本反应使用。有人建议 使“本地”而不是“都市”的卫生部门,以便不疏远小 部门。此外,图形可能是也许不是不祥和阴谋的感觉 - 本集团 一定消极回应任何建议的恐惧和未知因素的 在社会功能。 有一般的了解是一个很好的东西的Flash用户界面(UI)为代表 对,我们提出了下一步。阿要求作出何种类型的代表是善意的滑块 制造,以及提高对绿色预算栏的对比。这是很难预测时看到的。 似乎也有些含糊不清,以什么之间的'差异信息','帮助'和 '的PDA'按钮了。当被问及有多少和使用了PDA的,约有一半的组 拥有某种形式,以及有关的人(约四分之一的一半)报告说,他们利用自己的PDA对 接触,(特别是在爆发),地址,约会,一般'观'型职务。 在游戏中直观的形式,似乎比他们少。访问的形式,以及它们一般 在游戏功能,都不清楚。当与探讨这一问题,他们是否会 宁愿保持一些网上日记,或者说只是有一个排序注意到在前面的笔和纸 他们,他们的反应是,它似乎更真实的体验,如果用户被要求 保持自己的笔记,挑剔什么与游戏角色的相互作用有关的 记录。也许这方面的一个附加功能的游戏将可能具备的能力,打印 出的形式,而不是或除了使他们可以在游戏中,让玩家可以 身体填写的表格,他们正在收集资料。也许现在的能力是目前 为自动填写作为字符之间发生相互作用的信息可能是一个可选择的方案。 另一个是由与会者提出的专题小组的建议是,我们应该尝试 集成了与它们的贸易工具更深的亲密。这方面的一个例子是 16 包括建立一个在线列表和“外延曲线'”的已知个案,以确定疫情的行动 地位。 生动的演讲组和响应,并打开我们的问题和探索。该 演讲持续了100分钟,而这大部分是通过数码相机记录 博士乡绅。 三重奏 我们的演示文件包括一个HTML页面,推出了拖车(Flash影片)的 候补版本Flash和游戏设备的版本。 暴发探索拖车 这三十秒的电影都放在开放式的学术ADL的联合实验室和中心 疾病控制品牌的原型。利用声音和一盘慢下来一个动画 整体建筑宣布成为“都市卫生署”,以第一人称 透视镜头如下的观点到接近建设的脚步声 戏剧性的音乐。甲的手机响了两次,这是回答,淡化了现场,在飞行的话 “爆发探索”。 闪存替代版本 一个单一的内容页的互动,按钮和图标驱动的地图和导航信息 地方。 Oddcast'虚拟主机'字符放在阅读的文本也可以通过对球员检讨 滚动文本框。 游戏制造商版本 可玩的游戏是贯穿整个剧本,在与医生交谈异常 Hudgings和实验室。该文件大小约为4MB的,是大约2.5 MB的压缩。 这是一个标准的Windows可执行文件,由游戏制作工具创建的。此文件给出了一个例子 游戏流程,是一个基本的UI测试平台的起草工作。 17 建议开发周期的变化 但由于大厦的原型最困难的部分是文字处理的问题,立即 切换到Macromedia Flash的引擎可能还有一些由XML和进一步的应用驱动 语言和数据库技术,将支持序列可能存在的融合 通过玩游戏符合SCORM 2004年将需要为准则的进一步发展。进一步 脚本的发展将需要以及 - 我们有20%的整个脚本迄今。这 比赛可以检验的为实际操作的技术发挥,如果这个开关了言,和整个第一 脚本的一部分完了,现在我们知道怎样更好地作为一个团队,有必要建立这样的 一个脚本。 团队发展的内容划分,审查和编辑进一步的技术支持 演变到了丰富的互联网应用与前端内置闪存。随着精心策划 结构,以尽可能扩展其在替代方案(未来使用的可能性 生物恐怖主义,传染病,职业指导和建议都是)的项目将 结构更简单的团队成员之间的分歧。为此建议之一 关于文本部分(文本显示与每个命名作出的选择,人物的互动, 等等) - 这开始了非常矩阵型,在一个任意数值的结构。人本 系统稍微改变,使相关的文字部分的名称一个真实的世界理解的名称 这样的游戏,它可以被理解为与计划,布线的游戏流程,以配合 脚本的进步逻辑将是一个更加精简的任务,如果两者都在父上市 脚本文件, 估计预算和时间表 该项目的最初计划的时间表是12个星期,但两个星期前被给予 项目规划,资产收集,并以远程团队之间的多次讨论这是什么 项目将。在考虑到这一点,开发周期被分配10个星期, 然后有一些编辑之间的开发周期结束时的材料,以及 最后提交给WDPH。考虑到在此期间我们得到了大约20%的脚本 这样做,并把10%的IT媒体内容补充说,预测表明,全面创新发展 和迭代测试脚本的大约需要30个星期;。阿重建的 接口到一个Macromedia Flash的XML环境也需要大约是 很多时间。进一步说明了故事的肉,一个重新审查后,根据反馈的接口 从WDPH文稿都将需要时间。深入用户测试工作应于下次 18 这将 19 该 码 要求。 用途。
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