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Summer 2011


DAY/TIME/PLACE

July 11-24, 9am - Noon
20 Washington Place, Providence
RISD 0018

Instructor: Bruce Donald Campbell

Faculty, Continuing Education - RISD
Providence, RI

Research Scientist, Watersheds Project
Providence, RI

Email: bcampbel01@risd.edu

Prerequisites: None

DESCRIPTION

This course will get you started with casual game development for the Web. Scripting game play for your art components is an ideal way to get used to the creative development process for video game development. In this course we will create a first project game, understand various genres, and consider different creative processes by which to create engaging game play. Attractive design is optional, but understanding how your artwork can be incorporated in video games is a key learning objective of our time together.

GRADING

Class participation - 10%
Storyboard- 30%
Class project - 60%

RESOURCES

Books

Windows Game Programming For Dummies, 2nd Edition - By André LaMothe - recommended

Course Handouts and On-line Readings as identified below and in class


CLASS LINKS

  1. Text Examples
  2. Sprites Examples
  3. Pong
  4. Physics Examples
  5. Game Examples

OTHER LINKS

  1. nitrome.com
  2. yoyogames.com
  3. ActionScript Keyboard Tutorial

SYLLABUS

Date

Topic

Assignment


July 11th

morning

Course Overview

Character Sprites
Clean Animation
Arrays and Vectors
Incorporating Rules
Automata
Artificial Intelligence

  • Introduction
  • Course Objectives
  • Motivation
  • Creating and using artwork
  • Our Development Process
  • Scripting versus programming versus languages
  • Ideas brainstorming session


July 12th
morning

Inputs and Outputs for a Game

  • The class project overview
  • Driving keyboards, mice, and other peripheral devices
  • Directory hierarchies for game resources
  • Accessing resources in Flash-based games
  • Examples with discussion
  • Free play time


July 13th

morning

Building Game Characters

  • Sprites
  • Personalities
  • ActiveScript character support
  • The character state machine
  • In class student character critique and assessment
  • Review the character animation exercise.
  • Create artwork for your character
  • Map out the behaviors for character to input devices
  • Work on your game


July 14th

morning

Incorporating Arrays

  • Scaling up to larger game component
  • Evaluating memory and hard drive requirements
  • In class student data structure critiques and assessment
  • Coordinated play time


July 15th

morning

Game Lab Day

  • Spend the day getting all your art work together... characters, background, level obstacles.
  • Create text notes for the rules you want to add to your game.
  • Play online games with other students to discuss rules you might consider for your game.


July 18th

morning

Scripting Animation Sequences

  • Tying animation to computer peripherals (keyboard and mouse)
  • Investigating Pong
  • Animating chinese checkers starting with CCheckers6.fla
  • In-class animation play
  • Warm up with the sixth day exercise.
  • Work on your state machine diagrams
  • Work on your game


July 19th
morning

Adding Rules to your Game

  • Adding rules to Chinese Checkers
  • The value of rules in good story telling
  • Game learning objectives for serious games
  • Example storyboard critiquing if you want to present your story


July 20th

morning

Advanced Physics

  • Physics as a powerful gaming specialty
  • In-class student rules presentation and critique


July 21st

Computer automata and artificial intelligence for advanced game play

  • The mathematical beauty of computer automata
  • Approaches to artificial intelligence


July 22nd

Project work day

  • Putting our games on a Web server
Welcome to Class

File Size: 37 kb
Posted: Sun, Mar 8, 2009