Lee Beever LO3: Provide evidence of applied knowledge in single- player game development . LO5: Demonstrate proficiency in the development of design and planning documentation for games.
1. Implementing specific mobile control schemes
› Group task LO3: Provide evidence of applied knowledge in single- player game development . LO5: Demonstrate proficiency in the development of design and planning documentation for games.
1. Continuing the development of the Rocket Blaster
tutorial game. 1. Improving usability 2. Adding new features and game play. CO6035 – Advanced Games Theory and Implementation Lee Beever (2017-2018) Over the last week you should have completed the Rocket Blaster game tutorial.
This tutorial showed you how to create a basic mobile
game using the accelerometer and touch screen.
The game was playable but lacked some features and
additional game play mechanics.
You’ll be working on adding these today.
For this task you will be utilising a methodology called “Pair Programming”. This can be defined as:
“Pair programming consists of two programmers sharing a
single workstation (one screen, keyboard and mouse among the pair). The programmer at the keyboard is usually called the "driver", the other, also actively involved in the programming task but focusing more on overall direction is the "navigator"; it is expected that the programmers swap roles every few minutes or so.”
– (Agile Alliance, n.d.)
The features are split into basic and advanced.
You should work through the basic features first before
moving to the advanced features.
Once the session is complete you must ensure both of you
receive a copy of the project.
You should continue to develop the features you have not
yet completed during self-directed study time individually. CO6035 – Advanced Games Theory and Implementation Lee Beever (2017-2018) 1. You are to create a rocket flame/smoke particle effect and attach it to the rocket. It should only appear when the player is firing the rockets, I.E. when they touch the screen.
2. Implement a progress bar to indicate how much
fuel is left as well as a fuel value as text. 56/100
3. Add the ability for the camera to follow the
rocket game object as it moves through the level. The camera should not rotate when the rocket game object rotates. 4. Create a fuel cell pickup that refuels the rocket when picked up.
5. Create 2 additional levels that require
the player to collect fuel cell pickups in order to complete the level without running out of fuel. CO6035 – Advanced Games Theory and Implementation Lee Beever (2017-2018) 1. Create a level preview feature for levels that are larger than just 1 screen. › This should preview the full level before the player begins playing. This should ensure they have an idea where the goal pad is.
2. Create a visual arrow indicator that rotates
and always points towards the goal pad. 3. Create a teleporting node. When the player comes into contact with the teleporter they should teleport to another area of the level.
4. Create a black hole style obstacle.
When the player gets too close to the black hole obstacle it should begin to suck them in. To escape the player will need to use up more fuel to get away. You’ll want to consult the Unity documentation for the majority of these tasks: › http://docs.unity3d.com/Manual/index.html › http://docs.unity3d.com/ScriptReference/index.html
Please attempt to implement these features yourself
before searching for a solution on Unity forums or StackOverflow. Agile Alliance. (n.d.) Pair Programming [Webpage]. Retrieved from http://guide.agilealliance.org/guide/pairing.html