Node-Based Game Logic Debugging for Game Designers
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
Game designers lack the programming skills to efficiently develop and verify complex upper-level game logic, relying heavily on programmers and facing inefficiencies in the traditional development workflow.
Innovation Solution
A visualized game logic system representing game logic as graphs with nodes and connections, allowing game designers to create and verify game logic through a user-friendly interface, including breakpoint settings and test runs, without requiring programming expertise.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Productivity
If traditional configuration workflow is used, then game logic can be implemented, but development efficiency is low and game designers must wait for programmers to complete functions
Solution Approach 1:
The system enables game designers to independently create and verify upper-level game logic through visual node-based configuration without requiring programmer intervention. The visual debugging tool allows designers to set breakpoints, inspect variables, and test logic flows autonomously, eliminating the need to wait for programmer completion of functions.
Solution Approach 2:
The visual debugging tool serves as an intermediary between game designers and the game engine. It provides a user-friendly interface with visual nodes and connections that translate designer intentions into executable logic, while also providing debugging capabilities that bridge the gap between configuration and execution without requiring programming expertise.
2Ease of operation
If visual node-based interface is provided, then ease of operation improves for non-programmers, but device complexity increases
Solution Approach 1:
The complex game logic is segmented into discrete visual nodes, each representing a specific function or operation. These nodes can be independently created, connected, and configured through a user-friendly interface. The segmentation allows non-programmers to build complex logic by combining simple visual elements without understanding the underlying programming complexity.
Solution Approach 2:
The system provides visual representations (copies) of the execution flow and variable states through the graphical interface. Breakpoints and variable inspection features create visual copies of the runtime state, allowing designers to interact with and verify logic without directly manipulating code. This visual copying abstracts away the complexity of the actual execution environment.
3Measurement precision
If breakpoint settings and variable inspection are enabled, then measurement precision of game logic execution improves, but device complexity increases
Solution Approach 1:
The visual debugging tool provides real-time feedback by displaying variable states, execution flow, and logic verification results directly in the graphical interface. When breakpoints are set, the system feeds back the current state of variables and execution context, allowing designers to precisely measure and verify logic execution without complex debugging procedures.
Solution Approach 2:
The system replaces complex mechanical debugging processes with visual inspection mechanisms. Instead of requiring programmers to use traditional code-level debuggers, the system substitutes visual node-based inspection where designers can click on nodes to inspect variables, set breakpoints by selecting nodes in the graph, and view execution flows visually. This substitution maintains measurement precision while dramatically reducing the complexity barrier.
Data Source
AI summary
Aspects of the disclosed technology provide solutions for debugging a video game. In some aspects, steps of a method of the disclosed technology can include: representing game logic of a video game as a graph, visually presenting the graph in a graphical user interface in the form of connected nodes, setting, according to an interaction with a user with the input connection point, a breakpoint at an input connection point of the node and/or at an output connection point of the node, and performing a test run of the game logic wherein for each breakpoint a state of the variable whose processing is represented by the node is displayed in the graphical user interface together with the visually presented graph. A game development device and computer-readable media are also provided.


