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ChallengeLAST WEEK
Design and build a Space-Shooter game
Use the provided collection of assets and mechanics to design and build a space-shooter game. Assets include space ships, asteroids, planets, backgrounds and aliens. Mechanics include controlling free movement of an object on screen, random generation of objects, floating across the screen, firing bullets or lasers, breaking an object into pieces, and explosions.
THIS WEEK
Top & Tail the Space-Shooter game
Challenge 1 produced the mechanics and gameplay for a space-shooter. You should now use that structure to create a space-shooter game. A player should be able to start, quit, save and restore the game. They should have multiple lives to allow them to survive, and there should be an end to the game with some form of reward for or acknowledgement of success.
Pitches Present your game idea to a small group (4-5) of other students
Speak about your idea for 3 minutes
Draw on paper or show images on screen if it helps
Bring a copy of the proposal to help you
Include the aesthetic, dynamic and mechanics
Use references and other games to establish the idea in your audience’s mind
Explain your tagline
Respond as part of group to other pitches for up to 2 minutes
Provide written feedback to each pitch
Strengths: Any element of the idea that caught your attention and you liked
Weaknesses: Anything they might want to cut out of the idea or that they could fix
Opportunities: Anything you think could be added to the idea – missing elements
Threats: What could go wrong
GameMaker Language (GML) Code is easier to read and understand
Code allows complex actions
Code is managed as the forms were, attached to events
Variable: a word that stores a number or word
Variables hold property values (speed, direction, etc) and can be changed by code
Functions: Commands that to do something (like destroy an instance or change rooms) or that return a value (like which key was pressed)
keyboard_check() argumentsvk_nokey keycode representing that no key is pressed
vk_anykey keycode representing that any key is pressed
vk_left keycode for left arrow key
vk_right keycode for right arrow key
vk_up keycode for up arrow key
vk_down keycode for down arrow key
vk_enter enter key
vk_escape escape key
vk_space space key
vk_shift either of the shift keys
vk_control either of the control keys
vk_alt alt key
Added functionalityROOM VARIABLES
room_exists
room_first
room_last
room_next
room_previous
room
ROOMS IN ACTION
room_speed
room_height
room_width
room_persistent
room_caption
room_get_name room_gotoroom_goto_next
room_goto_previousroom_restart
Flow A challenging activity that requires skill
Activity provides clear goals and feedback
The outcome is uncertain but can be influenced by your actions
Csikszentmihalyi, Mihaly (1990). Flow – The psychology of optimal experience. London: Harper
Effects of Flow A merging of action and awareness: spontaneous, automatic action/reaction
Concentration on immediate task without mind wandering: focus on here-and-now
Loss of awareness of self, of ego – at one with the situation
Distorted sense of time (game time slows down, real time speeds up)
Experience of the activity becomes an end in itself
Snakes & Ladders
Decisions: Value judgements Resource trades. You give one thing up in exchange for another, where both are valuable.
Risk versus reward. One choice is safe. The other choice has a potentially greater payoff, but also a higher risk of failure.
Choice of actions. You have several potential things you can do, but you can’t do them all. The player must choose the actions that they feel are the most important at the time.
Short term versus long term. You can have something right now, or something better later on. The player must balance immediate needs against long-term goals.
Dilemmas. You must give up one of several things. Which one can you most afford to lose?
Meaningless decisions Obvious decisions Blind decisions