Course Introduction Course Project Info Game Maker Syllabus Your Current Grade Extra Credit Ideas 1: Intro, Analog 2: Core, FPS, Demo 3: Analog Final 4: Mass Mkt; GM 1-3 5: Motivation; GM 4, 5 6: Rules; GM 6, 7 7: Feedback; GM 8 8: Interface; GM 9 9: Concept Docs 10: Beta Testing 11: Final Projects

 

Game Prototyping

Week 5: Player Motivation and Punishments; Game Maker Tutorials 4 and 5

 

“The best way to learn games is to play games. The best way to make games is to work.” – Alan Emrich

 

Game Maker Tutorials:

 

1. If we did not complete Game Maker Tutorial 4 (1945), then the first part of your homework is to complete that tutorial lesson on your own. You will need to do this as foundational information for our next class, as we will be heavily modding this game to make a 2-player version. You will also learn how to add a ‘Boss Monster’ to a Game Maker game in that lesson (so don’t be late for class next week).

 

2. You must also complete Game Maker Tutorial 5 (Lazarus) on your own. You should have downloaded it (along with all of the other Game Maker Tutorial files from Mr. Emrich’s space on the school web site, but if you didn’t, send Mr. Emrich an email requesting this lesson and he will send it to you (it’s a very large file because the audio is in .mp3 format, and not .wav). You’ll learn some cool things about ensuring the proper look and function of animated Sprites in Game Maker.

 

3. Mod one of this week’s games: Take either (or both) of this week’s tutorial games (1945 and Lazarus) and modify it to make it a better, more compelling game. Think about last week’s lecture on Mass Market Gamers and make sure that your product has some appeal to them. Then think about this week’s lecture and make sure that you have sufficient Rewards and don’t overdo the Punishments that the player will experience. Important: I expect so see some game design thought in your homework this week.

 

Some ideas for modding 1945 include:

 

Checking out the 1945.gm6 file (i.e., the full game without a version number). It has a lot of finishing touches incorporated in it that you’ll need to do for your final project (and we’ll learn more about later), such as:

Other ideas from classic scrolling shooters that you can use in 1945 might be:

These can occur by shooting something, colliding obj_myplane into it, or avoiding both of these and having that object exit off the screen.

 

You could easily create stronger enemy bullets or ones that do a random amount of damage.

 

Be sure to look inside the 1945 / Assets / Homework Bonus Sprite Sheets folder! It has all kinds of graphics you can use to add ships, bigger explosions, ‘maneuvering’ animations for enemy planes, ‘Boss Monster’ enemy planes (that we’ll learn more about next week), and all kinds of other cool and inspiring stuff.

 

Some ideas for modding Lazarus  can be found on pages 82 and 83 of your Game Maker’s Apprentice textbook. These include: 


You owe me at least one modified game. Make sure that your email includes 1) the game’s .gm6 file (not an .exe file; never send me those); and 2) an explanation in the Game Information display (i.e., the <F1> key) or the body of the email explaining to me what specifically you modified (so that I can focus at those features in particular when I grade this assignment for up to 10 points).

 


I highly recommend this book. Click here to order it.

The Game Maker’s Apprentice Textbook:

Chapter 5, Interactive Challenges: Read pages 85 to 96. Be sure to use the CD-ROM included with the book to examine the .gm6 files in the Resources / Chapter 5 folder! There’s more than just reading involved in this chapter as you rebuild our second tutorial game, Evil Clutches. The lesson material in this chapter goes hand-in-glove with the course lectures, so be sure to make a good study of it and take that material to heart.

 

 

 


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