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ENGR-TS-2: The students will develop an understanding of how the design process is used to develop a technological system.

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Presentation on theme: "ENGR-TS-2: The students will develop an understanding of how the design process is used to develop a technological system."— Presentation transcript:

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2 ENGR-TS-2: The students will develop an understanding of how the design process is used to develop a technological system.

3 A) Identify the steps of the design process B) Identify how systems are used in a variety of settings C) Illustrate how the systems model is utilized in the production of goods D) Construct and work with a variety of systems, including Engineering, Electronics, Manufacturing, and Energy

4 How do we create an electronic game program?

5  Conditional Statement  Object  Sprite  Event  Engineering Design Process  Relative

6  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.  In addition, games need to have a Goal for the player to work toward.  The player interacts with the game Objects (other characters, food, weapons, potions, cars, fuel, puzzle pieces, obstacles, currency, etc.) to attain this Goal. An Object’s appearance is determined by the image or digital picture the developer assigns to it. The image is called a Sprite.  During gameplay, certain Events will happen and cause specific Actions to take place (Ex: If Player collides with enemy, then 1 Life is lost). The value of Variables can be set to change the event timing or outcome (Different enemies cost different amounts of lives or points).  Sounds and Backgrounds may be added to enhance the environment and gameplay experience.  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.

7 This is the wall around a room. What actually makes a wall a wall? How do we know these are walls around us here in this room? How do they affect us?

8 What does a ball do? What makes a ball a ball? What happens when the ball hits the wall?

9  In gaming, the “cause” is called an Event. In gaming, this event is called a “collision.” When two things in a game touch each other on the screen, the computer calls this a collision. It does not mean “crash” as you and I typically think of, but just meeting on the screen. What happens as a result of this collision with the ball to the wall?

10  In gaming, the “effect” is called an Action. The ball bounces as a result of the collision. In gaming, the ball and wall are objects. The collision is the event that causes the action, or bounce.

11  During a video game, the computer is following many instructions that tell it what the objects should do on the screen and when.  It does not know that the object you placed in the game room that looks like a ball to you and me is “a ball that is round and bounces when it hits something else…” In fact, the object could act like a ball, but look like a fish if that is the picture that we assigned to it. Not only do we have to tell the computer what the ball looks like, but it must be told that the ball moves when it is created on the screen, bounces with it hits a wall, and gives us a point if we click on it with the mouse.  After we give these instructions to the computer, it will follow them when we run the game. We, as game programmers, will write the instructions for the computer in the form of conditional statements.

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14 Let’s play the Ball Game you will be creating!

15 What is the theme of your game, the purpose and method of winning or losing the game? Theme: Win: Loss:

16 Within the game, what goals should be accomplished? How does the player advance to the next level, acquire new skills, or improve in the game? What challenges will the player faced when trying to accomplish these goals? 1. 2. 3. 4. 5.

17 Make a list of all the possible Objects, Events, and Actions for the Ball Game. Objects: Events: Actions:

18  If, Then, Else statements will provide a foundation for efficient planning and design.

19 IF __________________ ________________________, THEN _______________________. (Object 1) (Event / Object 2) (Action) IF __________________ ________________________, THEN _______________________. (Object 1) (Event / Object 2) (Action) IF __________________ ________________________, THEN _______________________. (Object 1) (Event / Object 2) (Action) IF __________________ ________________________, THEN _______________________. (Object 1) (Event / Object 2) (Action) IF __________________ ________________________, THEN _______________________. (Object 1) (Event / Object 2) (Action) IF __________________ ________________________, THEN _______________________. (Object 1) (Event / Object 2) (Action) IF __________________ ________________________, THEN _______________________. (Object 1) (Event / Object 2) (Action) Wall BallIs CreatedMove BallCollides w/Wall Ball Bounce Score IncreasesLeft Mouse Pressed Bad Man Is Created Move Bad ManCollides w/WallBounce Bad ManLeft Mouse PressedScore Decreases

20 Ball Game

21 How do we create an electronic game program?

22 Conclusion


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