Starter - 15 minutes
Look at this game and blog about the following questions:
What type of game is it?
What are the main characters/objects?
Who is the target audience?
What makes the game appealing to the target audience?
Main - 40 minutes
As you start to create your game, you will need to keep these things in mind. You can look at the Mark Scheme at the bottom of this blog post.
Your main tasks:
- Finish designing sprites (main characters, objects) *ensure that they are 32x32 pixels
- Finish designing backgrounds (levels, start screen, instructions screen, backstory screen) *640x480 pixels as a default size
- Update your assets table. You should have downloaded this already and added it to your EVIDENCE folder - but it is here too: https://docs.google.com/file/d/0B9fI45E6a9sKTFdoTldPdWZkVHM/edit?usp=sharing
- Look at example games and tutorials - you will find them in: File Store - Read - ICT - Miss_Rymill - Game_Authoring
- Start to design your game in GameMaker (Start - All programs - ICT & Business)
*If you are stuck, simply practise one of the tutorials or have a go at editing one of the Template Games so that you can see how they work!!
Plenary - 5 minutes
Blog about what you have achieved today and what you need to do. Do you need to attend catch up clinics after school??
Strand (d) The project outcomes – user experience
Not only does the game need to function correctly and work as intended, but it
also needs to provide the player with a positive user experience.
Assessors should focus on whether the game would provide a positive user
experience for the target age group.
There are many aspects that could make a game play well and engage the user.
The assessor could ask the following questions:
• Is the game enjoyable?
• Is the game long enough?
• Are there enough levels to keep the player interested?
• Are the different levels sufficiently challenging?
• Are the controls easy to use and are they intuitive?
• Does the player know what to do and how to win?
• Does the game start easy and then become progressively more difficult?
• Would the player want to play the game again?
• Does the game give feedback as to how well the player is doing? (Health
bars, lives, score etc.)
• Does the game look aesthetically pleasing?
Feedback from others should be used to inform the game review.
Finding the ‘best fit’
A ‘best fit’ strategy should be used to decide on the mark that best reflects the
extent to which the assets have contributed to the effectiveness of the products.
For 3 marks or more, a student must have worked independently.
For 1 mark, the learner may have needed guidance, but the degree of playability
of the game demonstrates limited awareness of audience and purpose.
For 3 marks, the degree of playability and interactivity of the game demonstrates
some awareness of audience and purpose.
For 5 marks, the degree of playability, interactivity and originality demonstrates
good awareness of audience and purpose.
For 7 marks, the degree of playability, interactivity and originality demonstrates
sound awareness of audience and purpose.