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ICT Study Guide Video Game Design Stacked Squares (Basic)
Note: This video template is optimized for Microsoft PowerPoint 2010. In PPT 2007, video elements will play, but any content overlapping the video bars will be covered by the video when in slideshow mode. In PPT 2003, video will not play, but the poster frame of the videos will remain in place as static images. To add slides or change layout: To add a new slide, on the Home tab, in the Slides group, click the arrow under New Slide, then click under Stacked Squares and select the desired layout. To change the layout of an existing slide, on the Home tab, in the Slides group, click Layout, then select the desired layout. To add images to the unused left rectangles: Select the picture or shape. On the Format tab, in the Size group, set Height to 1.72” and Width to 2.1”. With the picture or shape still selected, on the Format tab, in the Insert Shapes group, click Edit Shape, then point to Change Shape, and under Rectangles choose Rounded Rectangle. Position over the unused left rectangle.
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Introduction to game design
Lesson 1 Introduction to game design
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What is a game? Chance In general, a game is an interactive avenue through which a setting is discovered, and a plot is progressed by the actions of the player(s), with the winning player most often being rewarded through benefits and/or awards to the next stage of the plot. Skill Roll Play
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Roles of Game in Modern Society
Education — Games built to train or educate the player. Task training — Businesses can use game technology to provide their employees with additional skills needed to perform a job. Task training is also used by the military (for example, flight simulators). Social networking — These games include multi-player capabilities among people with common interests. Therapy — Doctors can use 3D imaging and simulations to assist patients with the healing process. Psychological therapists often use game play to help diagnose and treat patients. Recreation — Many games focus on players' movement to exercise their bodies and minds, build skills, and advance through increasing game difficulty.
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Creating Games The Design Process
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1. Brainstorm Ideas 2. Create a storyboard 2. Create a Storyboard 3. Create a prototype 4. Test and Gather Feedback 3. Create a Prototype 5. Revise the Game 6. Retest and Gather Feedback 4. Test and Gather Feedback 7. Finalize the Game 8. Revise and Retest (if necessary)
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Deconstructing a game to analyze it.
The Elements: Components Mechanics Space Rules Goal These elements work together to make a balanced system. A balanced game is fun and easy to play but challenging to win!
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Tools and Skills needed for creating video games
Computer Hardware Software Graphical Art Skills Programming Skills Music and Sound Effects Designing-coming up with the concepts, story, look and feel of the game
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Criteria and Constraints
It means characteristics of a successful solution. In game design, this includes the actions you want your game to perform and the goal you want players to be able to achieve. Constraints It means limitations on meeting your goal. In game design, this includes the abilities of your artists and programmers to create the desired actions, the tools available to you, and the amount of time allowed.
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Creating a Storyboard Game design involves problem-solving and steps.
Explain that every game requires a flow from the beginning to the end. To design a game, you must first create a storyboard of your ideas. Storyboards help plan out every step of the game animation.
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Lesson 1 Quiz
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Which of the following helps you plan out every step of an animation?
Code Storyboard Variables Sprites 2. A game that involves the use of dice or cards is which type of game? Skill Virtual Chance Roll play 3. A group problem-solving technique that involves all members of the group contributing ideas spontaneously is called: Storyboarding Brainstorming Roll-playing Feedback 4. Which term describes the information or criticism that a developer is given to suggest ways to improve a design? Prototype 5. Which term describes the first operational model of a design such as game? Flowchard
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Answers Which of the following helps you plan out every step of an animation? Code Storyboard Variables Sprites 2. A game that involves the use of dice or cards is which type of game? Skill Virtual Chance Roll play 3. A group problem-solving technique that involves all members of the group contributing ideas spontaneously is called: Storyboarding Brainstorming Roll-playing Feedback 4. Which term describes the information or criticism that a developer is given to suggest ways to improve a design? Prototype 5. Which term describes the first operational model of a design such as game? Flowchart
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Introduction to programming for games
Lesson 2 Introduction to programming for games
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Understanding Algorithms
An algorithm is a set of step-by-step instructions that must be executed in order to solve a problem or perform a task. An algorithm is how we get computers to solve problems. They tell the computer what to do and how to do it. In order to write an algorithm, they must first be able to solve the problem or complete the task manually (that is, understand the problem).
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Programming Structure
Sequential A sequential programming structure is a sequence of instructions that the computer follows in order, one by one, from top to bottom. A selection programming structure allows the computer to make a selection between alternative conditions (for example, if this condition exists, do this — if not, do that). The computer first assesses the condition and then makes a decision about how to proceed. An example of a selection structure is the if/else statement. Repetition or looping programming structures instruct the computer to repeat a set of instructions, called a loop, until some condition is met. Repetition structures include the while, do/while and for statements Selection Looping
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Flow Charts and pseudo-code
Before programmers write the actual code for a program, they use flow charts and pseudo-code as tools to help design and plan the program. Flow charts are graphical diagrams that show the steps or decision process contained in an algorithm. Flow charts contain different symbols to represent the purpose or process of a particular step. Pseudocode is a way of writing the details of algorithm steps in plain text using short phrases to describe the project outline. Because programs can be complex and long, using pseudocode allows you to write what you want your program to say in plain English, before you start writing code. Pseudocode allows you to translate your statements into any language because there are no special commands or restrictions.
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Flow Chart Examples
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Pseudocode Example The following pseudocode describes the process shown in the Figure 2-6 flow chart: Start program. The problem that needs solving is that the game controller is not working. Ask question: Is it plugged in? If YES, then reconnect and restart the game console, then end program. If NO, then plug in controller, then end program.
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Flow Charts Pseudocode
They provide the programmer with a way of outlining a program algorithm. Pseudocode They also allow the programmer to focus on the logic of the algorithm and make refinements before translating it into programming language statements.
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Programming Errors LOGIC SYNTAX RUNTIME
A logic error causes the program to produce unexpected results. Common logic errors include incorrect sequence of instructions or wrong formula used in a calculation. Logic errors can be difficult to identify, because the program still runs but it does not do what you expect it to do. LOGIC A syntax error is usually found by the compiler in the computer when it does not understand or recognize the code as typed. Common syntax errors include misspelled words or missing code. Syntax errors normally stop the program from running successfully SYNTAX A runtime error occurs when the program is running. It generally means a piece of code cannot be loaded or contains an error that causes the program to stop RUNTIME
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Lesson 2 Quiz
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A programmer is: a. person who fixes computers. b. a person who creates computer games. c. a series of instructions in computer code. d. a series of instructions in a computer game. 2.Which of the following correctly describes sequential program processing? The repeated execution of forever blocks The processing of blocks, in random order The processing of blocks, starting at the beginning of a script and continuing to the end The processing of blocks, starting at the end of a script and continuing to the beginning 3.Which term describes a set of step-by-step instructions that must be executed in order to solve a problem or perform a task? Syntax Algorithm Animation Storyboard 4. Which type of error will still allow the program to run, but will not perform the task intended? Logic Runtime Pseudocode 5. When using Scratch, blocks are executed one after the other. What type of programming structure is this? Selection Sequence Repetition
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Answers A programmer is: a. person who fixes computers.
b. a person who creates computer games. c. a series of instructions in computer code. d. a series of instructions in a computer game. 2. Which of the following correctly describes sequential program processing? The repeated execution of forever blocks The processing of blocks, in random order The processing of blocks, starting at the beginning of a script and continuing to the end The processing of blocks, starting at the end of a script and continuing to the beginning 3. Which term describes a set of step-by-step instructions that must be executed in order to solve a problem or perform a task? Syntax Algorithm Animation Storyboard 4. Which type of error will still allow the program to run, but will not perform the task intended? Logic Runtime Pseudocode 5. When using Scratch, blocks are executed one after the other. What type of programming structure is this? Selection Sequence Repetition
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Basic Programming concepts
Lesson 3 Basic Programming concepts
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Syntax Refers to the ways that words and symbols in a programming language are written by a programmer, including correct keywords, spelling and capitalization. All languages have their own syntax rules. For example, consider writing sentences in English. Certain words, punctuation marks (such as a semicolon and a curly bracket) and other symbols have different meanings, in programming languages. Example: turnRight(); for (var count = 0; count < 5; count ++) { moveForward(); }
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Variables are used to store information (in the computer's memory) that can be used in a program when executing detailed instructions. Variables are similar to storage containers. Game programs use variables to collect and store game and user-input data. This enables the program to interact with users. For example, a variable can be used when prompting the user for his or her name, and the saved name can then be displayed in a welcome message or other alerts. Variables are also commonly used for tracking and displaying score information. A variable is assigned a descriptive name that specifies the type of data it stores, such as "playerName." The program then refers to the variable name instead of the actual data it holds. For example: If the playerName variable stores the value "John," then when the program instructs the computer to print playerName, the name John will be displayed on the screen. Score Lives Levels
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More about Variables Variables help a program work more efficiently.
If the data contained within a variable changes, then the program simply changes that data stored in the variable holder. This eliminates the need to rewrite all of the program code that refers to it. For example, if playerName changes to Michael, then the program simply changes the variable data to Michael (playerName = Michael). Every reference to the playerName variable will update to the new data. Variables can hold different types of data and are classified based on the type of data they hold. Knowing the type of data stored in a variable enables programs to make sure the data is handled and manipulated properly
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The 5 most common data types
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More Variables Programmers must tell the computer that a variable exists (known as "declaring a variable"), and they must either provide a variable value or provide instructions for how to retrieve a value (known as "initializing a variable").
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Expressions If the data stored in the variable is to be calculated or used in any way (such as a Score variable that adds up the points earned during a game), then the programmer must tell the computer how to perform the calculations. This is done using expressions, similar to expressions used in math. Expressions contain a combination of variables, values, functions and operators, which are evaluated and produce another value.
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More about Expressions
This is similar to the expressions used in math. For example, the expression 10-2 evaluates to 8, and (2+8)*(2+1) evaluates to 30. Expressions are evaluated using the mathematical order of precedence: 1. Parentheses ( ) 2. Exponentiation xy 3. Multiplication and division * / 4. Addition and subtraction + - You can use the mnemonic “Please Excuse My Dear Aunt Sally” to remember the order. After this order of precedence is followed, or when both multiplication/division or addition/subtraction are present, then the remaining operations are solved from left to right.
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Different Types of Operators Make up Expressions Arithmetic Comparison Logical (Boolean)
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How Operators work in a game
The equal sign (=) is considered an assignment operator in most programming languages. The assignment operator links the variable name on the left side of the operator with a value on the right side when initializing a variable, such as var playerName = "John".. Operators may be used to , keep score, calculate high score, track number of lives left of a player, and so on Boolean (true or false) contains a condition and is often used in repetition and selection structures. Examples: If this is true then do this, or else if false then do that. While this is true then do this, if false do that. o The Scratch example in Figure 3-2 illustrates the two types of Booleans: - Conditional Booleans — check for a specific condition. - Comparative Booleans — compare values. Comparative Boolean Conditional Boolean
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Object Oriented Programming Terminology CLASS – OBJECT - INSTANCE
A class is defined as components that are associated with a certain object. A class is a definition or blueprint used to create a particular type of object. A class provides a detailed description of the object's characteristics (such as that the object should include a size and a color), and it specifies what can be done with the object (its functions). When a class is used to build an object, the object is called an instance of the class. Multiple objects (or instances) can be created using the same class. Object Class Instance
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PROPERTIES Properties are the various characteristics of an object, such as size, color and type. Each object created using the class contains the same properties, but the values of the properties may be different. This image is an instance of the football class. The football object has properties and values that are unique to it. Another object (or instance) can be created using the same class and properties but contain different values, such as size and weight. Properties Values
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Class Object Properties Values
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METHODS Methods are ACTIONS FUNCTIONS VERBS
The actions that an object can perform (such as move, rotate or jump) are called methods in programming. The methods that can be applied to the football object in a game program might be to bounce off walls, speed when thrown, or move up or down when the keyboard arrows are pressed. A method is a named group of commands the object uses to perform an action, such as move. (Refer back to the syntax example at the beginning of this lesson about elements that compose a sentence. The method in this case would be the actions or verbs that are used in syntax.) A method is a function used within a class. FUNCTIONS VERBS
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FUNCTION Functions are named units of code that perform a task or cause an action to take place. A function is called upon or executed by a descriptive name, such as "move forward" or "jump." Each object created using the class shares the same methods (functions) as all the other objects created from the same class. That is, all objects in a class can do the same things, such as bounce off walls or speed when thrown. Function Move forward Jump
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ARUGMENTS & PARAMETERS
Methods often need more information before they can execute. For example, the methods will need to know how far to move the object or how many degrees to rotate the object. This information is given to the method using arguments and parameters. An argument is the value that is passed to a method when it is called so that it knows what to do. For example, an argument given to the rotate method could be 90o or 180o . A parameter is the variable that holds the argument data (value) needed by the method. For example, degrees=90 or steps=10. So in this example: Degrees and steps are the parameters. The values assigned to the parameters — 90 and 10 — are the arguments. ARGUMENT IS THE VALUE 10, 90 ETC… PARAMETER IS THE VARIABLE DEGREE, STEPS ETC…
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EVENTS AND EVENT HANDLERS
An event is an action that takes place while a program is running, such as a mouse click or the pressing of a key. Programmers use event handlers to tell the program what to do when an event occurs. Event handlers are functions. For example, if a programmer wants an object to turn and move left when the left-arrow key is pressed, she would write an event handler that contains the instructions to turn and move the object left when the left-arrow key is pressed. Then every time the left-arrow key is pressed while the program is running, the left- arrow-key event is triggered, and the associated event handler will execute — so the object will turn and move left. EVENT Is the ACTION EVENT HANDLERS trigger the EVENT
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Lesson 3 QUIZ
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Which programming element is used to hold number values?
a. Script b. Sprite c. Method d. Variable 2. A set of instructions and rules that determine the code keywords and punctuation used to write and execute programs is called: syntax. b. a flow chart. c. an algorithm. d. pseudocode. 3. Which programming term describes the various characteristics of an object, such as its size and color? a. Parameter b. Property d. Class 4. Which programming term describes the actions that an object can perform, such as jump? Class b. Method c. Property d. Parameter 5. Which term describes an action that triggers a reaction, such as pressing the space bar to cause a program to play a sound? Event b. Instance c. Argument 6. What function do Boolean operators serve? String b. Arithmetic c. Assignment d. Comparison
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ANSWERS Which programming element is used to hold number values?
a. Script b. Sprite c. Method d. Variable 2. A set of instructions and rules that determine the code keywords and punctuation used to write and execute programs is called: a. syntax. b. a flow chart. c. an algorithm. d. pseudocode. 3. Which programming term describes the various characteristics of an object, such as its size and color? a. Parameter b. Property d. Class 4. Which programming term describes the actions that an object can perform, such as jump? a. Class b. Method c. Property d. Parameter 5. Which term describes an action that triggers a reaction, such as pressing the space bar to cause a program to play a sound? Event b. Instance c. Argument 6. What function do Boolean operators serve? String b. Arithmetic c. Assignment d. Comparison
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