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Decisions
PITCHING & SWOT FEEDBACK
GML
FLOW AND CHOICE
Challenge
LAST 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
GML: Forms vs Code
Action Equivalents
All the actions in the Drag and Drop are available as code
equivalents
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)
Complex actions
keyboard_check() arguments
vk_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 functionality
ROOM 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_goto
room_goto_next
room_goto_previous
room_restart
Flow and choice
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
Moving through the story
Chess
Poker
Snakes &
Ladders
Game Curve
Play
Survive
Win
Knowledge is power
Decision
Skills &
Knowledge
Play
Survive
Win
Learning curves
Building a Princess Saving App (PDF), by Dan Cook
Building a Princess Saving App (PDF), by Dan Cook
Game Narrative Curve
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

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Week 4 Decisions & Flow

  • 1. Decisions PITCHING & SWOT FEEDBACK GML FLOW AND CHOICE
  • 2. Challenge LAST 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.
  • 3. 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
  • 5. Action Equivalents All the actions in the Drag and Drop are available as code equivalents
  • 6. 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)
  • 8. keyboard_check() arguments vk_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
  • 9. Added functionality ROOM 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_goto room_goto_next room_goto_previous room_restart
  • 11. 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
  • 12. 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
  • 14. Chess
  • 15. Poker
  • 18. Knowledge is power Decision Skills & Knowledge Play Survive Win
  • 19. Learning curves Building a Princess Saving App (PDF), by Dan Cook
  • 20. Building a Princess Saving App (PDF), by Dan Cook
  • 22. 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