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CSCI 101 Introduction to Software Development and Design
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Learn the step-by-step thinking that characterizes writing computer programs Learn terminology and ideas behind software development and design Learning Objectives
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Algorithm: ◦ set of steps that describe what the program must do ◦ written in English Programming: ◦ turning an algorithm into an English-like language the computer can understand ◦ there are lots of programming languages ◦ also know as "coding" Debugging: ◦ Testing the software to find and remove errors
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Input: ◦ an unknown amount of positive numbers ◦ -1 to stop the list Output: ◦ the average Processing: ◦ read numbers until the user enters "-1" ◦ total up all the numbers ◦ print the average (total divided by count) ◦ stop
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Get First number Print total / count Get Next number Is it -1 add number to total add one to count Yes No Information to Track: 1.number that was input 2.count of numbers 3.total of all numbers
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Test/Debug Algorithm Source Code Idea!!! Analyze the Problem and Design a Solution Programming DONE!!!
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Software Design with GameMaker
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Game Design Development Write Storyline Schedule tasks Brainstorm Define purpose/goals Design Build/find sprites Build Objects Write Conditionals Build Rooms TEST often/Evaluate DevelopPublish Write player instructions Sell Make $$$$ Concept
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Game Concept GOAL - Games need to have a Goal for the player to work toward. CHALLENGE: needed to keep the game interesting and engaging for the player. ◦ Ex: increase difficulty as player progresses.
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ROOMS – Determine your rooms. This environment may be a maze, castle, forest, racetrack, or underwater cave. ENHANCEMENT – Use Sounds and Backgrounds to enhance the environment and gameplay experience.
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Objects allow the player to attain the Goal. ◦ GRAPHIC: The appearance is called a Sprite. ◦ BEHAVIOR: Determined by events and actions (Conditional Statements ) Events trigger specific Actions (Ex: If Player collides with enemy, then lose 1 life).
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Mapping these concepts to Computer Science Theory Theory
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Each object has properties and behaviors encapsulated inside of it. Object-Oriented Programming 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
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Building behaviors is an example of Event Programming Event Programming Wait for some specific Event to happen Perform some action(s) in response to it.
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Creation Collide with Wall Object Left Mouse EVENTSACTION(S) Start moving Bounce Increase Score
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Key Points The computer knows & does only what 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 completely defined and appropriately sequenced, or an undesired outcome may result.
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Fruit Snatcher Game Design Game Description Fruits move randomly around the room; bouncing off the wall When the left mouse clicks on the fruit, the score is increased by 5 and the fruit jumps to a new location Objects Apple Banana Cherry Bomb Wall
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Development Team (1 pt) List team members (first and last official name) and expectations of how you will work together... Title: (1 pt) Determine the name of your game... Description (7 pts) Describe the game. State the purpose of the game, give a high level walkthrough in words of the characters, locations, tasks etc. that the player will encounter as they progress through the game. List any constraints you currently know Determine the Game Play (10 pts) Within the game, what goals should be accomplished? How does the player advance to the next level or acquire new skills in the game? What challenges will the player face when trying to accomplish these goals? Describe the mechanics of how the player actually plays the game; associate user controls with user actions (keyboard/gamepad controls). Room Map (5 pts) How many rooms are in the game? You should have at least two. How are rooms structured or ordered? Provide a map of the 'physical layout' of the game showing how different physical locations or rooms are ordered and/or connect to each other. Sounds (3 pts) What are the audio requirements of the game? Background music, alert sounds for particular events or actions, general background noise? If you don’t know what sounds you’ll use, tell how you will work on getting them. Backgrounds (3 pts) What backgrounds will you need? If you don’t know what backgrounds you’ll use, tell how you will work on getting them. Objects Needed (10 pts) What objects need to be defined? 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. Events/actions (10 pts) For each object, list the associated events. For each event list the associated actions. What rules does the game implement? Game Design Assignment
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Event to move is the arrow keys ◦ Add event -> keyboard … select which keys ◦ To stop it… -> keyboard -> No key
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Projectile starts moving when it is created The ‘shooter’ creates the projectile ◦ keyboard -> space
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Questions ◦ Actions that ask questions Code blocks If, else Variables
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