First Playable Project 4 Due date: Monday, September 24 th.

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Presentation transcript:

First Playable Project 4 Due date: Monday, September 24 th

R.W. Lindeman -WPI Dept. of Computer Science Interactive Media & Game Development 2 Introduction  Fourth in a series of related projects Will build towards working game  Focuses on Development of game objects Game logic  Using GameMaker

R.W. Lindeman -WPI Dept. of Computer Science Interactive Media & Game Development 3 Motivation  At core of game are the rules Such as rules on gameplay (ie- payoff matrices)  More than that Hit points AI for computer-controlled objects Obstacles Interface objects …  Begin prototyping the game Gain experience implementing and testing game logic

R.W. Lindeman -WPI Dept. of Computer Science Interactive Media & Game Development 4 Overview  Work in same group  Use the treatment from Project 2  Use the art from Project 3 Intent is not to more art or design (but can add – art is not “ frozen ” ).  All effort on implementing a variety of objects In GameMaker!  Evaluated based on object activity object interactivity user interactivity AI/reactivity  Options  Document with flexible grading

R.W. Lindeman -WPI Dept. of Computer Science Interactive Media & Game Development 5 Details (1 of 4)  At least 10 GameMaker Objects Next project on Level Design so consider choices  Each should have somewhat unique behavior More than a copy or sub-class of another  As a whole, your objects will meet the following criteria: (Specific criteria next slide)

R.W. Lindeman -WPI Dept. of Computer Science Interactive Media & Game Development 6 Details (2 of 4)  Object Activity - Change state, reflected to the user in some fashion. Ex: change in location (motion) Ex: change in appearance (damaged object)  Object Interactivity - interaction with other objects (i.e. – at least one changes state) Ex: collision between two objects causes rebound Ex: collision between two and “ pickup ” other item  User Interactivity - respond to user input Ex: pressing arrow keys moves avatar  AI/Reactivity – “ intelligent ” behavior in reacting to objects around it. Adapt as situation changes. Ex: Object pursues hero once awake

R.W. Lindeman -WPI Dept. of Computer Science Interactive Media & Game Development 7 Details (3 of 4)  For testing, create 1+ GameMaker Rooms NOT meant to be playable levels (that ’ s next project) Do not spend much time on the rooms themselves Rather, use to test your objects (TAs will use to evaluate), Use as many rooms and as many copies as needed  Write a description Document Describes the objects, behaviors, and which objects fill which criteria. List the members of group Grading criteria (next)

R.W. Lindeman -WPI Dept. of Computer Science Interactive Media & Game Development 8 Details (4 of 4)  Options screen/buttons At least two options to influence game world Ex: number of lives, health, game speed, difficulty…  Tell how options work (how affect world and objects) in Document  Document also tells where you put your “ flex points ”

R.W. Lindeman -WPI Dept. of Computer Science Interactive Media & Game Development 9 Grading Guidelines CriteriaWeight Object Activity 15% Object Interactivity 15% User Interactivity 15% AI/Reactivity 15% Flexible 25% Distribute across 2-3 criteria, above Options10% Document + Rooms 5%

R.W. Lindeman -WPI Dept. of Computer Science Interactive Media & Game Development 10 Submission  Turnin (see Web page for instructions)  GameMaker.gmk file Will have art, audio content embedded  Description Document

R.W. Lindeman -WPI Dept. of Computer Science Interactive Media & Game Development 11 Group Exercise  Break into groups: Blinky, Pinky, Inky, Clyde, Pac  Consider objects in Pac-Man  List and describe (5-7 minutes) Object activity Object interactivity User interactivity AI/Reactivity  Are some objects related to others? If so, how?