Starts Jan 8, 2019
You can also start immediately after joining!
This exclusive course is part of the program:Digital Game Design: Getting Started with Perlenspiel
Starts Jan 8, 2019
You can also start immediately after joining!
This exclusive course is part of the program:
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This hands-on course continues the exploration of Perlenspiel’s application programming interface (API) begun in the previous course. A wide assortment of commands for controlling the appearance and behavior of beads, the grid and the status line are presented and demonstrated, together with the subsystems supporting animation, faders, images and pathfinding.
This course is in adaptive mode and starts Jan 8, 2019. Learn more about adaptive courses here.
Session 1: Timing and Animation (August 18, 2020)
This session demonstrates how to use Perlenspiel’s timer API to implement animation.
1. Timers: Project Tic-Toc
2. Animation Control: Rain? I Don’t Mind
3. Illusion of Motion: From a Trickle to a Downpour
4. Illusion of Gravity: Flood Control Dam #3
5. Location Reference: Houston, We Have Liquid Water
6. Array Splice Removal: Good to the Last Drop
7. Thoughtful Code Architecture
Session 2: Nuances of Color (August 25, 2020)
In this session, we'll take a look at the API commands used to control exotic bead attributes such as alpha transparency, size and radius. Automatic faders for bead elements, the grid background and the status line are also introduced.
1. Transparency: Let Me Make One Thing Perfectly Clear
2. Scaling the Heights (and Widths)
3. Let Me Tell You About My Background
4. Bead Corner Radius
5. Bead Utility Functions: V’Ger Requires the Information
6. Visibility: I Don’t Have to Show You Any Stinkin’ Beads!
7. Faders: Not Fade Away, Part 1
8. Faders: Not Fade Away, Part 2
Session 3: Images & Motion (September 1, 2020)
1. The ImageData Format
2. Loading and Displaying Images: PS.imageLoad()
3. Image Asynchronicity, Capture and Dump
4. Code Security I: A Better Firewall
5. Code Security II: Fortress of Solitude
6. Code Security III: Building a Framework
7. Keyboard Animation
Session 4: Actor Movement (September 8, 2020)
In this session, we'll further discuss animation techniques that lead to a demonstration of the API’s pathfinding AI subsystem.
1. Mouse Animation: Lines
2. Mouse Animation: Lively and Agreeable
3. Paths: Opportunities and Obstacles
4. Intro to the Pathmap Subsystem
5. Pathmaps: Preparing an ImageMap Object
6. AI Pathfinding
7. Making Maps Malleable
Below you will find an overview of the Learning Outcomes you will achieve as you complete this course.
Time-Based Events and Animation
- Discover how timers can be used to implement periodic game events, including animation
- Learn how faders can be used to easily produce dissolving color effects
Working with Images
- Learn how the API’s image subsystem allows custom image files to be loaded, analyzed and displayed
- Explore techniques for simplifying animation control and map navigation tasks using Perlenspiel’s pathfinding AI subsystem
Instructors & Guests
Brian Moriarty built his first computer in the fifth grade. This early experience with digital electronics led him to persue a BA in English at Southeastern Massachusetts University (now UMass Dartmouth), where he graduated in 1978. His professional career began later that year, when he sold TRS-80 micros at a Radio Shack store in downtown Worcester, Massachusetts. After working for a few years as a technical writer at Bose Corporation, he became Technical Editor at ANALOG Computing, the first and largest magazine dedicated to Atari home computer systems. His first published games, Adventure in the 5th Dimension (1983) and Crash Dive! (1984), appeared in the pages of ANALOG.
In 1984 he joined legendary text adventure company Infocom, where he authored three award-winning interactive fiction titles, Wishbringer (1985), Trinity (1986) and Beyond Zork (1987). He also contributed to Douglas Adams’ Bureaucracy (1987). His first graphic adventure game, Loom, was published in 1990 by Lucasfilm Gamesto wide critical acclaim. He collaborated with Ron Cobb on the design of Loadstar: The Legend of Tully Bodine (Rocket Science, 1994), and is enigmatically credited with “Additional Additional Story” for Steven Spielberg’s The Dig (LucasArts, 1995).
In July 2009, he was appointed Professor of Practice in Game Design in the Interactive Media and Game Development program at Worcester Polytech, thus returning to the city where his career began.
What You Need to Take This Course
Prior Knowledge: This program is at a beginner level. However, prior familiarity with digital games and the basic principles and tools of software engineering are recommended.
Materials: No special materials required.
Equipment: Computer with broadband Internet access and a updated web browser, preferably Chrome or Firefox. Installation privileges may be required if a student wishes to employ an integrated development environment (IDE) for project work.
Please note: Taking part in a Kadenze course as a Premium Member does not affirm that the learner has been enrolled or accepted for enrollment by Worcester Polytechnic Institute.
If a student signs up for the Digital Game Design program, it is recommended that these courses are taken sequentially.
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