Open For Enrollment
Starts Today
This exclusive course is part of the program:
Digital Game Design: Getting Started with Perlenspiel
Go at your own pace
4 Sessions / 6 hours of work per session
Included w/ premium membership ($20/month)
Skill Level
Beginner
Video Transcripts
English
Topics
Gaming, Javascript, Digital Game Design
Open For Enrollment

Synthesis: Realizing Game Ideas in Code

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Go at your own pace
4 Sessions / 6 hours of work per session
Included w/ premium membership ($20/month)
Skill Level
Beginner
Video Transcripts
English
Topics
Gaming, Javascript, Digital Game Design
Course Description

This course completes our survey of Perlenspiel’s API with a look at two of the engine’s most powerful and versatile subsystems: grid planes and sprites. Other topics include procedural color generation and the use of custom image files for designing and implementing multi-function game maps, concluding with a discussion of two issues of critical importance to game designers: titles and endings.

schedule

This course is in adaptive mode and is open for enrollment. Learn more about adaptive courses here.

Session 1: Worldbuilding in Color (May 21, 2019)
This session demonstrates procedural color generation and advanced techniques for navigation control, and introduces the API’s versatile plane subsystem.
6 lessons
1. Computing Color Variety
2. Shade Algorithm
3. Fixing Color Bugs
4. Intro to Grid Planes
5. Color in Bead Planes
6. Multiplane Rendering
Session 2: Sprite Subsystem (May 28, 2019)
Perlenspiel’s powerful API subsystem for creating and manipulating both solid and image-based sprites is introduced.
8 lessons
1. Intro to Sprites
2. Solid Sprites and Image Sprites
3. Sprite Positioning and Planes
4. Solid Demo
5. Image Demo
6. Sprite Collision/Overlap
7. Collide Demo
8. Other Commands
Session 3: The Game Map (June 4, 2019)
Methods for using custom image files to design and implement multi-functional game maps are discussed, together with a strategy for simulating limited visibility.
7 lessons
1. Retrofitting for Sprites
2. Game Framework
3. Image Asynchronicity, Capture and Dump
4. Loading and Transforming Maps
5. Picking Up Shards
6. Doors & Modifying Pathmaps
7. Simulating Visibility and Memory
Session 4: Finessing Appearance and Experience (June 11, 2019)
The simple adventure game we’ve developed to demonstrate Perlenspiel’s capabilities is completed with the addition of non-player characters (NPCs) and doors. The course concludes with a brief discussion of two critical design issues: titles and endings.
6 lessons
1. Engineering Motivation
2. You Will Meet a Tall Gray Stranger: Motivating with NPCs
3. Haven’t We Met Before? Organizing NPC Encounters
4. The Gate is Locked: Inciting Curiosity with Doors
5. Lying in Wait: Installing a Villain
6. First and Last Impressions
Reviews
Learning Outcomes

Below you will find an overview of the Learning Outcomes you will achieve as you complete this course.

Instructors & Guests
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.

Software: (Optional but strongly recommended) An interactive development environment (IDE) for HTML/JavaScript such as WebStorm (JetBrains), Brackets (Adobe) or Atom (GitHub).

Additional Information

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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