Test Environment Algorithm Program Requirements/ Enhancements Analyze the Problem and Design a Solution Programming Software Translates the Source Code.

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Presentation transcript:

Test Environment Algorithm Program Requirements/ Enhancements Analyze the Problem and Design a Solution Programming Software Translates the Source Code into Machine Code

Learn the step-by-step thinking that characterizes writing computer programs Learn the ideas behind incremental program enhancement Learn the ideas behind programming techniques Learn the ideas behind object-oriented programming Learn the ideas behind event-based computer programming

Write Storyline Write Scripts Conditions/Va riables Schedule tasks Brainstorming Define purpose/goals Audience Idea Evaluation Design Build/find sprites Build Objects Write Conditionals statements Build Rooms TEST/Evaluate DevelopPublish Write player instructions Write tips/cheat sheets Sell Make millions of $$$$ Concept

Learn the step-by-step thinking that characterizes writing computer programs Learn the ideas behind incremental program enhancement Learn the ideas behind programming techniques Learn the ideas behind object-oriented programming Learn the ideas behind event-based computer programming

The player interacts with the game Objects (other characters, food, weapons, potions, cars, fuel, puzzle pieces, obstacles, currency, etc.) to attain this Goal. Object contains BOTH: GRAPHIC: An Object’s appearance is determined by the image or digital picture the developer assigns to it. The image is called a Sprite. BEHAVIOR: An Object’s behavior is determined by events and actions (Conditional Statements )

During gameplay, certain Events will happen and cause specific Actions to take place (Ex: If Player collides with enemy, then 1 Life is lost). Some objects react to player input (keyboard, mouse) and to other objects. Consider the relationships with real-world physics and how a computer must be told to demonstrate them on the screen.

Mapping these concepts to Computer Science Theory

Each object has properties and behaviors encapsulated inside of it. This entire collection of properties and behaviors can be referenced through the object name Creation Behavior – Start moving Collision Behavior – Bounce Left Mouse Behavior – Increase Score Bounce Image – Sprite properties behaviors

Object Abstract Definition Cookie cutter Object instance Actual thing Cookie

Building behaviors is an example of Event Programming Wait for some specific Event to happen Perform some action(s) in response to it.

Creation Collide with Wall Object Left Mouse EVENTSACTION(S) Start moving Bounce Increase Score

GOAL - Games need to have a Goal for the player to work toward. CHALLENGE: In addition, Challenge is needed to keep the game interesting and engaging for the player. Various strategies are used to make the game more difficult for the player as they progress to higher levels or achievement.

ROOMS - A digital game takes place in a virtual environment laid out in Rooms. There may be one or many rooms. This environment may be a castle, forest, racetrack, or underwater cave. ENHANCEMENT - Sounds and Backgrounds may be added to enhance the environment and gameplay experience.

Title Add the name of your game here... Development Team List the members of your team here... Short Description Describe the game in three or four sentences... Game Type/Genre What sort of game is this? A puzzle game, platform game, etc... Long description Tell the story of the game, a high level walkthrough in words of characters, locations, tasks etc. that the player will encounter as they progress through the game. Room Map How many rooms are there in your game? If more than one, how are the rooms structured or ordered? Provide a map of the 'physical layout' of game world showing how different physical locations or rooms are ordered and/or connect to each other... Objects Needed What rules does the game implement? What objects need to be defined, what events need to be raised, and what actions are fired for each event? It may be useful to break the objects down into subcategories - player character, 'non-player characters' (e.g. 'monsters'), room objects (walls, doors), scoring/health objects (treasure, fuel pellets, first aid kits etc.), controller objects etc. Game Play Describe the mechanics of how the player actually plays the game; include a subsection describing the user controls and how these relate to user actions (keyobard/gamepad controls). Sounds What are the audio requirements of the game? Background music, alert sounds for particular events or actions, general backbround noise?

In action tab: main2 Show information Key F1 used to show instructions, credits, etc Display message

It can best be seen as a property of an instance of an object. Examples x, y coordinate of the instance horizontal or vertical speed of an instance Direction Speed Solid, visible

Properties that are used and seen by all object instances Example Score Lives Mouse x and y position

Actions in control tab of gamemaker Cause and Affect in gaming is accomplished by CONDITIONAL STATEMENTS IF cause THEN effect In gaming, the “cause” is called an Event and the “effect” is called an Action. IF event THEN action

The computer only knows as much as you tell it The game is created by defining a set of instructions or conditional statements for the computer to follow. Computer instructions must be clearly defined and appropriately sequenced, or an undesired outcome may result.

Tutorial: Creating a Scrolling Shooter Tutorial: Maze Games

Tutorial: Platform Games Tutorial: 3- Dimensional Games