10/23
1984 Showcase Teams
My first goal was to make sure every team had an artist and a programmer
My second goal was to try to set up teams so that nobody was on a team with anyone that they preferred not to be with
My third goal was to place you on a team with people you prefer to work with
AM1 - Jack, Haven, Tero
AM2 - Nadine, Finn, Salli
AM3 - Corbin, Milla,Toleen
AM4 - Kaleb, Khan, Devin
AM5 - Kallvey, James, Casselina
AM6 - Leo, Michael, Emily
AM7 - Jett, Julien, Noah
PM1 - Angel D, Owen, Abby, Loghan
PM2 - Angel A, Zeke, Isaac
PM3 - Leeanna, Victoria, Weber
PM4 - Aaliyah, Josh, Hailey
PM5 - Marcy, Emilyda, Archer, Isabel
PM6 - Skye, Daxton, Logan
Start off the day with a warm-up
Today you will be doing a Lore-Mup as your warm-up
Create a backstory/lore for your Night at the Carny Themed Game
Half page minimum
Project Due Dates
Game Delivered by the end of class - Dec 4th
Design Doc - Dec 6
Presentation - Dec 6
1984 Showcase Game
What are you learning?
Game Development
Why is it important?
This is your showcase project, this is where you are to create a game that is ready to be published and distributed
How do you show that you understand? What is the assignment?
Your showcase project is brokebn up into three part
Plan
Game
Presentation
Plan
Put together a "Pitch" document explaining the game you are going to create.
Include the members of your team, an explanation of your game, what each team member is doing, the characters you are going to create, a timeline to completions with info on what each team member will be doing each week.
I will be doing weekly progress checks based on these weekly timelines.
Worth 5 Points - Due 10/25
GDevelop for Teams
https://wiki.gdevelop.io/gdevelop5/tutorials/how-to-use-gdevelop-as-a-team/
Github is located in the class share
Game
I. Game must have three levels
1. Level 1- 2 Points
2. Level 2 - 2 Points
3. Level 3 - 2 Points
Each level needs approximately 5 – 8 minutes of gameplay (Minimum 5 minutes each level)
II. Start Screen - 1 Points
Start Screen must have directions and art
III. Animated Movement (left, right, jump, fall, climb, idle, fight, etc. - 1 Points
IV. Layers and camera movement (parralax) - 1 Points
V. Respawn- 1 Points
VI. One animated boss for each level - 3 Points
VII. Art
All art must be original works created by your team (No Clipart, Kenney, Opengame, etc.)
Ten Different Animated NPCs with movement. - 10 Points
VIII. Life System - 1 Points
IX. Sound - 3 Points
X. Victory Screen - 3 Points
XI. Story Telling/Story Development in the game by NPCs or Cut Scenes - 5 Points
Total 35 Points
Presentation
You will need to present your project for showcase and judged on the following criteria
Content Knowledge and Organization
Presentation is exceptional. Presenter presents information in a logical and interesting sequence. Presenter has a strong understanding of subject matter. Audience members can effortlessly understand important concepts presented. Presenter answers all questions with impressive explanations.
Presentation Skills
Eye contact is held, with minimal return to notes or slides. Presenter uses a clear voice, and pronunciation of terms is accurate. Audience members can hear presenter with ease. Presenter is confident and comfortable. He/She makes necessary movements during the presentation, and hands are never in pockets. Presenter is professionally dressed.
Participation and Teamwork
Every team member actively participates in a well organized presentation. Transitions are brief and smooth between topics and speakers.
PowerPoint and/ or other Visual Aids
Graphics explain and reinforce presentation. The slides are without mechanical error. Text is easy to read and compliments slide background. Information on slides is clear and relevant. Information adds to presentation to help clarify verbal points.
Melee Attack
Create a platform and give it the platform behavior
Add a new Object
Sprite
Name it Hero
Give it Platform Character Behavior
Name the first Hero Animation "Idle"
Create a second animation with your Hero swinging a sword
Name the animation Attack
Open your Attack Animation
Add a second colission mask for the sword.
DON'T GET ALL WILD WITH THE MASK! SIMPLE SQUARES!!!
Create an Enemy
Go to your events
Condition
Variable Value
Create out scene variable
Copy the condition into a new event and change the variable to 1
For your action if condition variable is 0, you want to set your Idle Animation to 0
Change the animation on variable 1 to attack
We want to start the game off with the attack variable set to 0
In the event At the beginning of the scene, delete the action and add change variable value
Attack
Set to
0
Set the Hero to flip
Now set the opposite for the right key
This part feels kind of tricky but whatever
Create a new event
What you want to happen is that after the melee attack animation plays once, it stops and changes the scene variable to 0
This is kind of like the blade we did earlier
The action will be to change the scene variable of attack to 0
Time to add ther attack
Create a new event
We want two conditions
First condition: Key Pressed Z
Second Condition: The current animation of the Hero is not set to the attack (we will be using inverse)
The reason is that if the animation is already set to the attack, you don't need to change the animation
The action you want is to change the scene variable to 1 (from Idle to Attack)
Add a condition Hero in collision with bad guy and trigger once
Now you need to create a sub event so that it's only going to delete when you are in the attacking animation
If you don't, it will always delete them whenever you are in collision
Now add the action selete bag guy in the sub event