Starts Apr 16, 2019
You can also start immediately after joining!
This exclusive course is part of the program:Digital Game Design: Getting Started with Perlenspiel
Starts Apr 16, 2019
You can also start immediately after joining!
This exclusive course is part of the program:
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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.
This course is in adaptive mode and starts Apr 16, 2019. Learn more about adaptive courses here.
Session 1: Worldbuilding in Color
This session demonstrates procedural color generation and advanced techniques for navigation control, and introduces the API’s versatile plane subsystem.
Session 2: Sprite Subsystem
Perlenspiel’s powerful API subsystem for creating and manipulating both solid and image-based sprites is introduced.
Session 3: The Game Map
Methods for using custom image files to design and implement multi-functional game maps are discussed, together with a strategy for simulating limited visibility.
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
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.
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
Below you will find an overview of the Learning Outcomes you will achieve as you complete this course.
Coats of Many Colors
- Explore techniques for procedurally generating color
- Learn how grid planes can streamline common animation tasks
- Learn how to use custom image files for designing and implementing multi-functional game maps
- Discover the simplicity and power of Perlenspiel’s API subsystem for creating and manipulating sprites
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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