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This sample chapter is for review purposes only. Copyright © The <strong>Goodheart</strong>-<strong>Willcox</strong> Co., Inc. All rights reserved.<br />

Lesson 3<br />

<strong>Click</strong> <strong>Ball</strong><br />

Objectives<br />

Students will use game-design tools to create a<br />

simple game.<br />

Students will set a background color and apply<br />

sprites to enhance a room (scene).<br />

Students will program objects to react to the<br />

game rules.<br />

24 Introduction to Video Game Design<br />

Copyright by The <strong>Goodheart</strong>-<strong>Willcox</strong> Co., Inc.<br />

Situation<br />

Name: __________________________________________<br />

Date: ___________________________________________<br />

Class: ___________________________________________<br />

The Awesome Game Company wants to create a game for young children to improve the<br />

child’s control of the mouse and ability to left click. First, you must learn the definition of a video<br />

game and the associated rules and victory condition. The information in this section discusses<br />

these aspects.<br />

How to Begin<br />

1. Read the passage below.<br />

2. Complete the review questions.<br />

3. Turn in all materials.<br />

4. Complete the game build.<br />

Reading Materials<br />

A video game is a software-entertainment product that has a game environment, rules, and<br />

a victory condition. The game environment is what separates a video game from all other games. The<br />

game environment is a setting altered or designed to play a specific game activity.<br />

For a game like baseball, the game environment is the baseball field. The field has been<br />

altered to have three bases, home plate, a pitcher’s mound, in-bounds areas, and foul areas.<br />

None of these things exist in nature. A piece of land has been changed to make this game<br />

environment.<br />

In a video game, the game environment is a virtual game world. This virtual world is seen<br />

through a video screen, thus the video in video game. The video display is the part of the game<br />

environment that separates video games from regular games (such as board games). The really<br />

cool part of a virtual world is that anything can happen without regard to reality. Both realistic<br />

and unrealistic events can occur in a video game. It is up to the designer to create the world.<br />

Inside the game environment are the rules that determine the gameplay. A rule is a<br />

constraint that determines what can or cannot happen in the game. Look at the baseball<br />

example again, the game rules become clear. Inside the game environment of the baseball<br />

field these rules apply: teams have nine players, each team has three outs per inning, there are<br />

nine innings in a game (unless the score is tied after nine innings), each batter can take up to<br />

three strikes to reach base or an out is recorded, if the ball is caught before it hits the ground it<br />

is an out, etc. There are, of course, many more rules than these for the game of baseball. It is<br />

important to understand that rules make the game environment meaningful. Imagine if the rules<br />

for the game of baseball did not set an out of bounds. The batter could hit the ball anywhere out<br />

of bounds to have a home run. That makes the out of bounds rule a very important part of the<br />

game environment for baseball.<br />

Much thought has been put into designing the rules of baseball. Similarly, a video game<br />

designer has to be very careful when making the rules for a video game. Rules must help the<br />

player feel the game is fair and winnable. This is one of the main reasons to construct a rule.<br />

If players feel the game cannot be won, they will not play it. Other rules help create the game<br />

environment, like the out-of-bounds rule in baseball.<br />

Lesson 3 <strong>Click</strong> <strong>Ball</strong> 25


Lastly, a game must have a victory condition. A victory condition defines what the<br />

player must achieve in order to win the game. It is a moment in gameplay where the player has<br />

overcome the objective and is the winner of the game or a level within the game. In baseball,<br />

the victory condition is the team with the most points at the end of nine innings is the winner. In<br />

a video game, the victory condition may be defeating a very strong enemy or getting to the end<br />

of a quest. It is the imagination of the game designer that sets the victory condition.<br />

Review Questions and Activities<br />

Vocabulary Questions<br />

Write a definition for each of the terms listed below.<br />

1. video game: ________________________________________________________________<br />

___________________________________________________________________________<br />

___________________________________________________________________________<br />

2. game environment: __________________________________________________________<br />

___________________________________________________________________________<br />

___________________________________________________________________________<br />

3. rule: _______________________________________________________________________<br />

___________________________________________________________________________<br />

___________________________________________________________________________<br />

4. victory condition: ____________________________________________________________<br />

___________________________________________________________________________<br />

___________________________________________________________________________<br />

Review Questions<br />

5. Describe how a video game differs from a regular game.<br />

___________________________________________________________________________<br />

___________________________________________________________________________<br />

Applied<br />

Technology<br />

Language<br />

Arts<br />

Mathematics Science Social<br />

Science<br />

26 Introduction to Video Game Design<br />

Copyright by The <strong>Goodheart</strong>-<strong>Willcox</strong> Co., Inc.<br />

Copyright by The <strong>Goodheart</strong>-<strong>Willcox</strong> Co., Inc.<br />

Situation<br />

Name: __________________________________________<br />

Date: ___________________________________________<br />

Class: ___________________________________________<br />

The Awesome Game Company wants to create a game for young children to improve the<br />

child’s control of the mouse and ability to left click. This game hopes to improve motor skills<br />

for these young children in a fun game environment. The game will need three levels, each<br />

requiring better mouse skill and hand-eye coordination.<br />

How to Begin<br />

1. Launch Game Maker 8.0.<br />

2. If the splash screen is displayed asking if you wish to buy the Pro edition, click the<br />

Continue Using the Lite Edition button.<br />

3. <strong>Click</strong> the Create a Room button on the toolbar to create a new room or scene for your<br />

game. You could also select Resources>Create Room from the pull-down menu. The<br />

Room Properties dialog box is displayed.<br />

4. Select the Backgrounds tab, Figure 3-1. The background color for the room is gray by<br />

default, as shown in the Color: swatch and the room grid.<br />

5. <strong>Click</strong> the Color: swatch to open the Color dialog box, Figure 3-2.<br />

6. Select a green color swatch (any green) and click the OK button to close the Color dialog<br />

box and change the background color for the room to green.<br />

Notice that the room has a grid pattern with gray lines on the green background. The<br />

spacing of these grid lines can be changed by entering new values in the Snap X: and Snap Y:<br />

text boxes. Grid lines do not show during gameplay, they only help in alignment during design.<br />

Backgrounds<br />

tab<br />

Figure 3-1<br />

Color swatch Snap settings<br />

Grid on/off<br />

Room grid<br />

Isometric<br />

grid on/off<br />

Lesson 3 <strong>Click</strong> <strong>Ball</strong> 27<br />

Create a<br />

Room


Toggle the<br />

Showing<br />

of the Grid<br />

Turn the<br />

Grid into an<br />

Isometric<br />

Grid<br />

Figure 3-2<br />

Select a color<br />

7. Change the grid lines so they are 20 pixels apart in both the X and Y direction.<br />

8. <strong>Click</strong> the Toggle the Showing of the Grid button to the right of the Snap Y: button.<br />

The grid is removed from the room. <strong>Click</strong> the button again to reapply the grid.<br />

9. <strong>Click</strong> the Turn the Grid into an Isometric Grid button. The grid lines are now at 45°<br />

to horizontal and vertical. Isometric games use a slanted game board to give the illusion<br />

of three dimensions in a two-dimensional game. <strong>Click</strong> the button again to return to the<br />

normal grid.<br />

10. <strong>Click</strong> the Settings tab to display the settings for the room. In this tab, the name, caption<br />

(title), and size of the room can be changed, Figure 3-3.<br />

11. In the Name: text box, be sure the name room0 is displayed. If not, change the name to<br />

room0.<br />

12. In the Caption for the room: text box, enter Level 1.<br />

13. The size of the room is set in the Width: and Height: text boxes. Change the size to<br />

640 wide × 480 tall, if it is not already.<br />

Room<br />

name<br />

Room<br />

caption<br />

Size<br />

Figure 3-3<br />

28 Introduction to Video Game Design<br />

Copyright by The <strong>Goodheart</strong>-<strong>Willcox</strong> Co., Inc.<br />

Copyright by The <strong>Goodheart</strong>-<strong>Willcox</strong> Co., Inc.<br />

Name: __________________________________________<br />

14. <strong>Click</strong> the Windows close button (the red X in the top right corner of the window) to close<br />

the Room Properties dialog box.<br />

15. A warning appears asking if you want to save the changes to the room. <strong>Click</strong> the Yes<br />

button to save the changes.<br />

16. Select File>Save As… from the pull-down menu.<br />

17. In the Save As dialog box, navigate to the folder specified by your instructor. Then, save<br />

the file as LastName_<strong>Click</strong> <strong>Ball</strong>.<br />

Adding and Naming Sprites<br />

This section covers creating and naming sprites. In naming game assets, you should<br />

follow a naming convention, which is a standard way of naming items. A naming convention<br />

makes it easy to identify the proper game asset during game construction. These prefixes will<br />

be used in asset names: SPR_ for sprites, OBJ_ for objects, SND_ for sounds, and BCK_ for<br />

background images. For example, you may have a sprite named explosion and a sound named<br />

explosion. By using a naming convention, you will be able to quickly identify the correct item.<br />

18. <strong>Click</strong> the Create a Sprite button on the toolbar. The Sprite Properties dialog box is<br />

displayed, Figure 3-4.<br />

19. In the Name: text box, type SPR_<strong>Ball</strong> to identify this asset as a sprite, or an image, of a<br />

ball.<br />

20. <strong>Click</strong> the Load Sprite button. A standard Windows “open” dialog box is displayed.<br />

21. Navigate to the Game Maker Sprites folder, if it is not already current. Your instructor may<br />

have you use a different folder location.<br />

22. In the Sprites folder, navigate to the Bouncing <strong>Ball</strong>s subfolder.<br />

23. Select the ball_pinball.png image file. A preview of the image appears on the right-hand<br />

side of the dialog box.<br />

23. <strong>Click</strong> the Open button to assign the image file to the sprite.<br />

<strong>Click</strong> to<br />

assign an<br />

image to<br />

the sprite<br />

Figure 3-4<br />

Name the sprite<br />

Image assigned<br />

to the sprite<br />

Create a<br />

Sprite<br />

Lesson 3 <strong>Click</strong> <strong>Ball</strong> 29


Save the<br />

Game<br />

Create an<br />

Object<br />

24. <strong>Click</strong> the OK button in the Sprite Properties dialog box to finish creating the sprite. The<br />

sprite is added to the resource tree in the Sprites branch (folder).<br />

25. Using similar steps, create a wall sprite named SPR_Wall using the wall_block.png image<br />

file located in the Maze-Platform folder.<br />

26. Save your game build before continuing (File>Save or the Save the Game button on<br />

the toolbar).<br />

Adding and Naming Objects<br />

You now have two sprites. They are listed in the resource tree in the Sprites branch.<br />

However, sprites cannot be placed in the room, only objects. You now need to create objects,<br />

have these objects “wear” the sprites, and then place the objects in the room (scene).<br />

27. <strong>Click</strong> the Create an Object button on the toolbar. The Object Properties dialog box is<br />

displayed, Figure 3-5.<br />

28. In the Name: text box, type OBJ_<strong>Ball</strong>.<br />

29. Look at the Sprite area, which currently states to indicate no sprite has been<br />

assigned to the object. <strong>Click</strong> the selection button to the right of the display. A<br />

list of available sprites is displayed.<br />

30. Choose the SPR_<strong>Ball</strong> sprite from the list.<br />

31. Check the Visible check box so that the ball object can be seen in the game.<br />

Note: do not check the Solid check box to make the ball a solid object. Instead, moving<br />

objects need to be programmed to act solid. Game Maker does not work as well when moving<br />

objects are made solid. The objects may get stuck inside another solid object. Avoid making<br />

moving objects solid in your game builds, but objects that will not move can be set to solid.<br />

Sprite<br />

assigned<br />

to object<br />

Check to make<br />

the object visible<br />

Figure 3-5<br />

Name the object<br />

Do not check<br />

<strong>Click</strong> to select<br />

a sprite<br />

30 Introduction to Video Game Design<br />

Copyright by The <strong>Goodheart</strong>-<strong>Willcox</strong> Co., Inc.<br />

Copyright by The <strong>Goodheart</strong>-<strong>Willcox</strong> Co., Inc.<br />

Name: __________________________________________<br />

32. <strong>Click</strong> the Show Information button. The Information about: dialog box is displayed.<br />

This dialog box shows the scripting for the object. When changes are made in the Object<br />

Properties dialog box, Game Maker automatically builds the scripting so you do not have<br />

to. Close the Information about: dialog box.<br />

33. Leave all other options in the Object Properties dialog box at the default settings, and<br />

click the OK button to finish creating the object.<br />

34. The OBJ_<strong>Ball</strong> object is added to the resource tree in the Objects branch (folder).<br />

35. Using similar steps, create a wall object named OBJ_Wall using the SPR_Wall sprite.<br />

Check both the Visible and Solid check boxes. Since this object will not move, it is okay<br />

to make the object solid.<br />

36. Save your work.<br />

Adding Objects to the Room<br />

Now, you have created two sprites and two objects. You have also assigned the sprites to<br />

the objects. However, you have not yet placed the objects in a room (scene). Remember, earlier<br />

you created a room named room0. You will use this room to build the game.<br />

37. In the resource tree, expand the Rooms branch and double-click room0 to open the room<br />

for editing.<br />

38. <strong>Click</strong> the Windows maximize button in the top-right corner of the Room Properties<br />

window to maximize the room display.<br />

39. <strong>Click</strong> the Objects tab in the Room Properties dialog box (which is now maximized). At<br />

the bottom of the tab are some helpful directions, as shown in Figure 3-6.<br />

40. <strong>Click</strong> the selection button to display a list of objects and choose the OBJ_<strong>Ball</strong> object.<br />

41. Left-click anywhere in the room to place an instance of the ball object. Notice that the<br />

object snaps to a position that is aligned to the top-left corner of the grid.<br />

42. Left-click anywhere in the room to place another instance of the ball.<br />

43. Right-click on each ball object to delete both of them.<br />

44. Hold down the [Alt] key on the keyboard and left-click anywhere in the room. An instance<br />

of the object is placed in the room, but it does not snap to the grid lines.<br />

45. Hold down the [Ctrl] key and left-click the ball object you just added. Drag the ball so it is<br />

located in the center of the room and then release the mouse button. Notice as you drag<br />

the object, it snaps to the grid. If you hold down the [Ctrl] and [Alt] keys, you can drag the<br />

object without it snapping to the grid.<br />

Figure 3-6<br />

Object to<br />

be inserted<br />

<strong>Click</strong> to select<br />

a different object<br />

Coordinates of cursor<br />

Lesson 3 <strong>Click</strong> <strong>Ball</strong> 31


46. Change the object to be inserted to the OBJ_Wall object.<br />

47. Move the cursor to the top right-corner of the room.<br />

48. Hold down the [Shift] key, then click the left mouse button and drag along the top of the<br />

room to add a series of OBJ_Wall objects to create a wall. Notice that the wall bricks<br />

automatically snap to the grid, which results in gaps in the wall.<br />

49. <strong>Click</strong> the right mouse button and drag across the wall object to erase them.<br />

50. Change the grid size to 32 × 32. The sprite assigned to the OBJ_Wall object is 32 × 32<br />

pixels, so the grid now matches the size of the object.<br />

51. Holding down the [Shift] key, drag to create a row of OBJ_Wall objects along the top of<br />

the room. There should be no gaps in the wall now.<br />

52. In a similar manner, create a wall all the way around the room. See Figure 3-7.<br />

53. Close the room by clicking the Windows close button (the X). When prompted to save the<br />

room, click the Yes button.<br />

54. Save your work.<br />

Figure 3-7<br />

OBJ_Wall objects added to<br />

create a wall around the room<br />

32 Introduction to Video Game Design<br />

Copyright by The <strong>Goodheart</strong>-<strong>Willcox</strong> Co., Inc.<br />

Copyright by The <strong>Goodheart</strong>-<strong>Willcox</strong> Co., Inc.<br />

Name: __________________________________________<br />

Programming Conditions and Events<br />

Remember, Game Maker uses events and actions to create the interactions needed in a<br />

game. Your game does not yet have any programming, only scene design. The first programming<br />

is to create an event for the ball to move in a random direction. Random actions and chance<br />

allow for games to be unpredictable and more fun when they are replayed.<br />

55. In the resource tree, double-click on the OBJ_<strong>Ball</strong> leaf to open the Object Properties<br />

dialog box. Notice the Events: and Actions: columns. These columns are used for<br />

programming.<br />

56. <strong>Click</strong> the Add Event button at the bottom of the Events: column. The Choose an<br />

Event to Add dialog box is displayed.<br />

57. <strong>Click</strong> the Create button in the Choose the Event to Add dialog box.<br />

An event is added that translates to:<br />

IF the OBJ_<strong>Ball</strong> object is created, THEN perform all actions displayed in the<br />

Actions: column.<br />

Right now, the Actions: column is blank, so you need to add something cool for the ball to do<br />

when the game begins. The first action will be to make the ball object move.<br />

58. <strong>Click</strong> the Move tab on the right side of the Object Properties dialog box, Figure 3-8.<br />

59. Hover the cursor over each button on the first row to find the Move Fixed button. Drag<br />

this button and drop it onto the blank section of the Actions: column. The Move Fixed<br />

dialog box is displayed and the Start moving in a direction entry appears in the Action:<br />

column.<br />

60. In the Move Fixed dialog box, click the Self radio button in the Applies to area, Figure 3-9.<br />

Since you are modifying the properties of the OBJ_<strong>Ball</strong> object, this means that the<br />

selected movement will apply to that object (self).<br />

Figure 3-8<br />

Drag the Move Fixed button<br />

into the Actions: column<br />

<strong>Click</strong> the<br />

Move tab<br />

Lesson 3 <strong>Click</strong> <strong>Ball</strong> 33<br />

Move<br />

Fixed


Figure 3-9<br />

Set the speed<br />

Leave<br />

unchecked<br />

Movement should be<br />

applied to the ball (self)<br />

Select the four<br />

diagonal arrows<br />

61. At the bottom of the Move Fixed dialog box is a matrix of directional arrows. <strong>Click</strong> the four<br />

diagonal arrows to select them. Selected arrows are red, while unselected arrows are blue.<br />

When the game is played, one of the selected directions will be randomly applied to the<br />

object. This means that the ball will randomly travel in one of these four directions. Do not click<br />

the center square. The center square is no movement. If you were to run the game right now,<br />

even with the directions selected, the ball would not move because it would be traveling at a<br />

speed of zero.<br />

62. In the Speed: text box, enter 10. This setting will have Game Maker move the OBJ_<strong>Ball</strong><br />

object ten pixels for every one step of time. The default setting for a step is 30 per second.<br />

63. How many pixels will the ball move in one second? ________________________________<br />

To change the speed of all objects, you can also change the step number. If the step number<br />

is increased, the speed will increase. If the step number is decreased, the speed will decrease.<br />

If you wanted the ball to travel 120 pixels in one second and entered 2 in the object’s Speed:<br />

setting, what would the step number need to be to get the ball to move properly?<br />

___________________________________________________________________________<br />

The step number setting is not changed in the Move Fixed dialog box. You will not change this<br />

setting for this lesson, but you will change the step number in later activities.<br />

Relative is a term that means “from where it was before.” If the ball is already moving<br />

at a speed of five, a relative speed of ten would increase the speed by ten, not to ten. In other<br />

words, the new speed would be 15. What would be the speed of an object traveling at a speed<br />

of 15 when the speed is increased for a Speed: setting of 10 relative?<br />

___________________________________________________________________________<br />

64. Make sure the Relative check box is unchecked.<br />

65. <strong>Click</strong> the OK button in the Moved Fixed dialog box.<br />

66. Close the Object Properties dialog box, saving the changes when prompted.<br />

67. Save your work.<br />

34 Introduction to Video Game Design<br />

Copyright by The <strong>Goodheart</strong>-<strong>Willcox</strong> Co., Inc.<br />

Copyright by The <strong>Goodheart</strong>-<strong>Willcox</strong> Co., Inc.<br />

Name: __________________________________________<br />

Testing<br />

While designing a game, you will want to try things out along the way to make sure<br />

everything is working as you intended. <strong>Click</strong> the Run the Game button on the toolbar. When<br />

the game compiles and starts, the ball will move, but it eventually travels outside of the room.<br />

It does not bounce off of the walls as it should. In a game, just because it looks like a wall does<br />

not mean that it will act like a wall. Remember, the “wall” is just a picture of a wall.<br />

You now need to program the wall and ball objects to react to each other as if they were<br />

real. This concept is called collision theory. You need to apply collision theory so the objects<br />

act realistically during gameplay. A collision is simply when things touch, hit, or come in contact<br />

with each other. Not all objects will react when they collide. Think about a flying game with an<br />

airplane and clouds. You do not want the clouds to react to the airplane. It should be able to<br />

pass right through the clouds. For the <strong>Click</strong> <strong>Ball</strong> game, you need to create a new event for:<br />

IF the OBJ_<strong>Ball</strong> object collides with the OBJ_Wall object, THEN the OBJ_<strong>Ball</strong><br />

object bounces.<br />

Follow the steps below to program this.<br />

74. <strong>Click</strong> the button to the right of the Precise: text box and select Not Precisely from the<br />

menu.<br />

75. <strong>Click</strong> the button to the right of the Against: text box and select Solid Objects from the<br />

menu.<br />

Remember, the wall object is set to be a solid object. Since the ball is now set to bounce<br />

against solid objects, if you edit the wall object and uncheck the Solid check box, the ball will<br />

pass right through the wall.<br />

76. <strong>Click</strong> the OK button to close the Bounce dialog box and add the action to the object<br />

properties.<br />

77. Test play the game. You do not need to close the Object Properties dialog box to test<br />

play the game. After seeing how the game runs, close the game preview.<br />

78. Save your work.<br />

Lesson 3 <strong>Click</strong> <strong>Ball</strong> 35<br />

Run the<br />

Game<br />

68. Close the game preview.<br />

69. In the resource tree, double-click OBJ_<strong>Ball</strong> to open the Object Properties dialog box.<br />

70. In the Object Properties dialog box, click the Add Event button.<br />

71. In the Choose the Event to Add dialog box, click the Collision button. A menu is<br />

displayed showing all of the available objects. Select the OBJ_Wall object for this collision.<br />

Notice that a new event has been added to the Events: column in the Object<br />

Properties dialog box. Each event will be listed on a separate line. Now, you must add the<br />

action that will take place for the event.<br />

72. On the Move tab of the Object Properties dialog box, locate the Bounce button and<br />

drag it into the Actions: column. The Bounce dialog box is displayed.<br />

Bounce<br />

73. <strong>Click</strong> the Self radio button so the ball will bounce, not the wall (you are adjusting the ball<br />

object properties), Figure 3-10.<br />

Run the<br />

Game


Set<br />

Score<br />

Figure 3-10<br />

Select to apply the<br />

bounce to this object<br />

<strong>Click</strong> to select<br />

a precision<br />

<strong>Click</strong> to select against<br />

what the bounce will occur<br />

Mouse <strong>Click</strong> on the <strong>Ball</strong><br />

You now have a bouncing ball, but nothing else. Time to add some fun to the game and<br />

give the player a reason to play. You need to add an event:<br />

IF the player clicks the ball with the left mouse button, THEN add a point to the<br />

score.<br />

Follow the steps below to program this. The Object Properties dialog box should be open. If<br />

not, double-click on OBJ_<strong>Ball</strong> in the resource tree to open it.<br />

79. <strong>Click</strong> the Add Event button.<br />

80. In the Choose the Event to Add dialog box, click the Mouse button and, in the menu<br />

that is displayed, select Left Pressed. Do not select Left Button. The Left Pressed<br />

option is the condition when the player clicks the button. The Left Button option is the<br />

condition when the left mouse button is being held down, not clicked.<br />

81. In the Object Properties dialog box, click the Score tab.<br />

82. Locate the Set Score button and drag it into the Action: column. The Set Score dialog<br />

box is displayed.<br />

83. In the Set Score dialog box, enter 1 in the New score: text box.<br />

84. At the bottom of the Set Score dialog box, check the Relative check box. Then, click the<br />

OK button to create the action.<br />

Remember, relative means “from where it was before.” This action changes the score to<br />

“one from where it was before.” In other words, it increases the score by one each time the ball<br />

is clicked with the left mouse button. If you do not check the Relative check box, the score will<br />

always be 1.<br />

85. Close the Object Properties dialog box, saving the changes when prompted.<br />

86. Save your work.<br />

36 Introduction to Video Game Design<br />

Copyright by The <strong>Goodheart</strong>-<strong>Willcox</strong> Co., Inc.<br />

Copyright by The <strong>Goodheart</strong>-<strong>Willcox</strong> Co., Inc.<br />

Name: __________________________________________<br />

87. Test play the game and see how many times you can click the ball in one minute. The<br />

score is displayed in the title bar of the game preview. Then, close the game preview.<br />

Cashing in on Sound<br />

You now have the elements of a simple game, but it needs a little tuning or improvement.<br />

Start tuning by adding some sound to let the player know when the ball has been clicked and a<br />

point has been received. First, you need to add the sound to the resource tree.<br />

88. <strong>Click</strong> the Create a Sound button on the toolbar. The Sound Properties dialog box is<br />

displayed, Figure 3-11.<br />

89. In the Name: text box, enter SND_<strong>Click</strong>. This identifies the sound as for the click event.<br />

90. <strong>Click</strong> the Load Sound button. A standard Windows “open” dialog box is displayed.<br />

91. Navigate to the Game Maker Sounds folder, if it is not already displayed. Your teacher may<br />

specify a different folder.<br />

92. You can preview any sound in Media Player by right-clicking on the file and selecting Play<br />

from the shortcut menu. Select the cash_register.wav sound file in the open dialog box<br />

and click the Open button.<br />

93. In the Sound Properties dialog box, click the Normal radio button in the Kind area.<br />

94. In the Effect area, uncheck all check boxes so no effects will be applied.<br />

95. Drag the Volume: slider to the far right (full volume).<br />

96. Drag the Pan: slider to the middle position.<br />

97. Check the Preload check box. Preloading loads the sound into the game when the<br />

game is launched. This will help the game play smoother. Otherwise, the game will freeze<br />

for an instant the first time the sound must be played as the computer searches for, loads,<br />

and plays the sound.<br />

Figure 3-11<br />

<strong>Click</strong> to load<br />

a sound<br />

Set the type<br />

of sound<br />

Name the<br />

sound asset<br />

Check the<br />

effects to apply<br />

Lesson 3 <strong>Click</strong> <strong>Ball</strong> 37<br />

Run the<br />

Game<br />

Create a<br />

Sound


Play<br />

Sound<br />

Run the<br />

Game<br />

98. <strong>Click</strong> the OK button to close the Sound Properties dialog box.<br />

Next, you need to program the logic statement:<br />

IF the player clicks on the ball, THEN add one to the score AND play a sound.<br />

You have already programmed part of this logic statement, where the score is increased when<br />

the player clicks the ball. So, you need to add another action to this existing statement.<br />

99. Open the Object Properties dialog box for the OBJ_<strong>Ball</strong> object.<br />

100. In the Event: column, select Left Pressed. The action currently assigned to this event is<br />

then displayed in the Actions: column. Currently, the only action listed is Set the score<br />

relative to 1.<br />

101. On the right-hand side of the Object Properties dialog box, click the Main 1 tab.<br />

102. Locate the Play Sound button and drag it into the Actions: column, Figure 3-12. The<br />

Play Sound dialog box is displayed.<br />

103. In the Play Sound dialog box, click the selection button to the right of the Sound: text<br />

box. A menu appears listing all of the sounds that have been added to the game.<br />

104. Select the SND_<strong>Click</strong> sample in the menu.<br />

105. <strong>Click</strong> the selection button to the right of the Loop: text box and select False from the menu.<br />

Loop means the sound will play again after it finishes. The click sound should play only<br />

once each time the ball is clicked, so it should not loop. False is a programming command for<br />

“no.” To make the sound loop, choose True in the menu for “yes.”<br />

106. <strong>Click</strong> OK in the Play Sound dialog box to finish creating the new action.<br />

107. Save your work and test play the game.<br />

108. Using similar procedures, add an appropriate sound for when the ball collides with the wall.<br />

Remember, you will first need to create the sound in Game Maker.<br />

109. Save your work and test play the game.<br />

Select the<br />

event to<br />

modify<br />

Figure 3-12<br />

Drag a new action and drop<br />

it in the Actions: column<br />

38 Introduction to Video Game Design<br />

Copyright by The <strong>Goodheart</strong>-<strong>Willcox</strong> Co., Inc.<br />

Copyright by The <strong>Goodheart</strong>-<strong>Willcox</strong> Co., Inc.<br />

Name: __________________________________________<br />

Victory Condition<br />

The victory condition is what it takes to win the game. In the <strong>Click</strong> <strong>Ball</strong> game, the<br />

player will win if the ball is clicked ten times. The game needs to be programmed to check each<br />

time a point is scored to see if the total is enough to win. This procedure is called a test. In a<br />

test, the programming looks to see if a condition is True or False. Each time the programming<br />

tests a condition, it will return a value of True or False. In this case, the victory condition is<br />

when True is returned for the test: is the score equal to 10 points?<br />

110. Open the Object Properties dialog box for the OBJ_<strong>Ball</strong> object.<br />

111. In the Event: column, select Left Pressed. This is the event that adds 1 to the player<br />

score and plays the click sound.<br />

112. <strong>Click</strong> the Score tab, then drag the Test Score button and drop it into the Actions:<br />

column, Figure 3-13. The Test Score dialog box is displayed.<br />

113. In the Test Score dialog box, enter 10 in the Value: text box.<br />

114. <strong>Click</strong> the select button to the right of the Operation: text box and select Equal To in the<br />

menu that appears.<br />

115. <strong>Click</strong> the OK button to close the Test Score dialog box and finish creating the action. This<br />

action tests if the score is equal to 10 every time the ball is clicked by the player.<br />

116. <strong>Click</strong> the Main 2 tab.<br />

117. Locate the End Game button. Drag and drop it into the Actions: column. Make sure the<br />

action is at the bottom of the list. If not, drag it to the bottom of the column.<br />

This action will end the game when the score reaches 10. The action must be at the<br />

bottom of the list because Game Maker processes the list in order from top to bottom. If, for<br />

example, the End the game action is placed above the If score is equal to 10 action, the game<br />

will end the first time the player clicks the ball. Save your work and test play the game.<br />

Name the<br />

background<br />

<strong>Click</strong> to load an<br />

image file<br />

Figure 3-13<br />

Preview of<br />

loaded image<br />

Lesson 3 <strong>Click</strong> <strong>Ball</strong> 39<br />

Test<br />

Score<br />

End<br />

Game<br />

Run the<br />

Game


Room for Expansion<br />

You have reached a milestone of design. Milestones of design are key points in the<br />

process of creating a game that represent significant events, such as the first playable level. The<br />

first playable level is the prototype version of the game that actually allows someone to play<br />

and test all of the interactions in the game. The <strong>Click</strong> <strong>Ball</strong> game has reached the first playable<br />

level milestone. It could use a little improvement, but it is a solid game.<br />

To add another level is very easy since most of the programming is already done. You can<br />

simply copy the first level and then edit it to require more skill to win. To better tell the player<br />

that a different level is being played, you will change the background. For the second level, you<br />

will add a picture background.<br />

118. In the resource tree, right-click on room0 and select Duplicate from the shortcut menu.<br />

Ta-da, level 2 (room1) ready to go!<br />

119. <strong>Click</strong> the Create a Background button on the toolbar. The Background Properties<br />

dialog box is displayed, Figure 3-14.<br />

Create a 120. In the Name: text box, enter BCK_Level_2. This follows the naming convention, which<br />

Background<br />

calls for all background assets to begin with BCK_.<br />

121. <strong>Click</strong> the Load Background button. A standard Windows “open” dialog box is displayed.<br />

122. Navigate to the Game Maker Backgrounds folder. Your instructor may specify a different<br />

folder.<br />

123. Select the wood.png file and click the Open button.<br />

124. Close the Background Properties dialog box.<br />

125. If the Room Properties dialog box for room1 is not open, double-click room1 in the<br />

resource tree to open it.<br />

126. <strong>Click</strong> the Backgrounds tab.<br />

127. <strong>Click</strong> the selection button to the right of the display box in the middle of the tab. Then,<br />

select BCK_Wood from the menu that is displayed.<br />

<strong>Click</strong> to<br />

assign a<br />

background<br />

Assigned<br />

background<br />

Adjust the<br />

background<br />

position<br />

Figure 3-14<br />

40 Introduction to Video Game Design<br />

Copyright by The <strong>Goodheart</strong>-<strong>Willcox</strong> Co., Inc.<br />

Copyright by The <strong>Goodheart</strong>-<strong>Willcox</strong> Co., Inc.<br />

Name: __________________________________________<br />

Just above the background display box, which now displays BCK_Wood, is the<br />

Foreground image check box. The foreground is the image in front of all other images,<br />

as opposed to the background, which is the image behind all other images. If you make<br />

the wood the foreground, player will not be able to see the rest of the game. However, there<br />

are some instances where you will want the “background” image to be in the foreground. For<br />

example, if the image is a frame surrounding the playing field, you may want this image to be in<br />

the foreground so it is always in front of other objects.<br />

128. Check the Foreground image check box. Notice the “background” is now in front of all<br />

other objects. Uncheck the Foreground image check box to return the background to<br />

behind all other objects.<br />

129. <strong>Click</strong> the Settings tab and enter Level 2 in the Caption for the room: text box.<br />

130. On the toolbar in the Object Properties dialog box, click the Close the form, saving<br />

the changes button (green check mark) to close the dialog box and save the changes<br />

you made to the room.<br />

131. Save your work.<br />

Level 2 Modifications<br />

Using skills you learned earlier, increase the difficulty for level 2. For example, you could<br />

add some additional wall blocks to the room. This will give the ball more objects to bounce<br />

off of, which means it will change direction more often and be harder to click. You could also<br />

change the speed of the ball. Be creative in applying what you have already learned.<br />

Cheat Code<br />

A cheat code is a shortcut built into a game to help the quality assurance team and programmers<br />

navigate through the game. This allows them to jump past certain points without having to complete the<br />

task or level. To help you pass each level while testing your game, you will now program a cheat code.<br />

To stop the ball, program the logic statement:<br />

IF the player presses the space bar, THEN set the ball speed to zero.<br />

To return the ball to normal speed, program the logic statement:<br />

IF the player presses the [Enter] key, THEN set the ball speed back to normal.<br />

132. Open the Object Properties window for the OBJ_<strong>Ball</strong> object.<br />

133. Add an event for pressing the space bar. Use what you have learned to figure out how to do this.<br />

134. Add an action for the event you just created that sets the ball speed to zero. Use what you<br />

have learned to figure out how to do this.<br />

135. Add an event for pressing the [Enter] key.<br />

136. Add an action for the event you just created that sets the ball speed back to the original<br />

speed for the level.<br />

137. Test play the game and try out the cheat codes.<br />

138. Save your work.<br />

Run the<br />

Game<br />

Lesson 3 <strong>Click</strong> <strong>Ball</strong> 41


Next<br />

Room<br />

Next Room<br />

Currently, the player cannot get to level 2 once level 1 is defeated. This is because the<br />

programming currently ends the game when 10 points are achieved on level 1, instead of moving the<br />

player to level 2. Why? This is the victory condition you programmed earlier, to end the game when<br />

10 points are achieved on level 1. The victory condition for level 1 needs to be modified:<br />

IF the score is 10, THEN go to the next level (room).<br />

139. Open the Object Properties dialog box for OBJ_<strong>Ball</strong>.<br />

140. In the Event: column, select Left Pressed.<br />

141. In the Actions: column, right-click on End Game and select Delete from the shortcut<br />

menu.<br />

142. <strong>Click</strong> the Main 1 tab.<br />

143. Drag the Next Room button into the Actions: column, Figure 3-15. The Next Room<br />

dialog box is displayed.<br />

144. In the Next Room dialog box, click the select button to the right of the Transition: text<br />

box and choose Fade out and in from the menu that appears.<br />

145. <strong>Click</strong> the OK button to close the Next Room dialog box.<br />

A transition allows for the next room to move into place smoothly. This is similar to the<br />

transitions used in PowerPoint slide shows. Without a transition, the next room would begin<br />

abruptly when the first one closes. Also note as you test play the game that it no longer ends. This<br />

is because you have removed the “end game” action. You will correct this in the next sections.<br />

Level 3<br />

146. Duplicate room1 (level 2) to create room2 (level 3).<br />

147. Change the caption to Level 3.<br />

148. Modify the wall layout for more challenging gameplay.<br />

149. Change the background.<br />

Figure 3-15<br />

When the score<br />

is 10, the next<br />

room is<br />

displayed<br />

42 Introduction to Video Game Design<br />

Copyright by The <strong>Goodheart</strong>-<strong>Willcox</strong> Co., Inc.<br />

Copyright by The <strong>Goodheart</strong>-<strong>Willcox</strong> Co., Inc.<br />

Name: __________________________________________<br />

150. For the OBJ_<strong>Ball</strong> object, add programming below the existing 10 point victory condition<br />

action: IF the score equals 20, THEN move to the next room.<br />

151. Save your work.<br />

Level 4: The End<br />

At the end of the game, the player should see some sort of congratulations. You will create<br />

this as a custom sprite with text.<br />

152. <strong>Click</strong> the Create a Sprite button on the toolbar. The Sprite Properties dialog box is<br />

displayed.<br />

153. In the Name: text box, enter SPR_EndText.<br />

154. <strong>Click</strong> the Edit Sprite button to create an image from scratch. The Sprite Editor is<br />

displayed.<br />

155. <strong>Click</strong> the Create New Sprite button on the Sprite Editor toolbar to display the Create<br />

a New Sprite dialog box. Note: this dialog box may be automatically displayed when the<br />

Sprite Editor is launched. Change the Height: and Width: settings to 100 and click the<br />

OK button.<br />

A square canvas with a checkerboard pattern is displayed in the Sprite Editor. The<br />

checkerboard pattern represents transparent parts of the image and will not be part of the final<br />

image. Double-click on the checkerboard canvas to open the Image Editor. The Image Editor<br />

is used to create custom drawings and images, much like Microsoft Paint.<br />

156. Notice the color palette on the right-hand side of the Image Editor. The Left: sample<br />

color is what will be used for the text, so left-click on a color swatch, such as the yellow<br />

swatch, in the palette below to set the color of the text. Right-clicking will set the color for<br />

the Right: sample.<br />

157. <strong>Click</strong> the Draw Text button. The Font area is displayed below the buttons, Figure 3-16.<br />

158. <strong>Click</strong> the Aa button in the Font area to display a standard Windows font selection dialog<br />

box.<br />

159. Enter 20 in the Size: text box, and enter Bold in the Font style: text box. You can also<br />

make selections in the corresponding lists.<br />

160. <strong>Click</strong> the OK button to close the font selection dialog box and return to the Image Editor.<br />

161. <strong>Click</strong> anywhere on the image canvas (the checkerboard section) to begin placing the<br />

words. The Drawing a Text dialog box is displayed, Figure 3-17.<br />

162. In the Drawing a Text dialog box, type a phrase, such as Congratulations!#You are<br />

a#WINNER! The pound sign (#) indicates where a new line will start.<br />

163. <strong>Click</strong> the OK button in the Drawing a Text dialog box to place the text onto the canvas.<br />

Notice that the words do not fit on the canvas. Game Maker is not very friendly with<br />

text. So, the best thing to do is undo the text placement, then either resize the canvas or use a<br />

smaller text size. For this example, you will resize the canvas.<br />

164. <strong>Click</strong> the Undo button on the Image Editor toolbar to remove the text.<br />

Create a<br />

Sprite<br />

Lesson 3 <strong>Click</strong> <strong>Ball</strong> 43<br />

Draw<br />

Text<br />

Undo


Draw<br />

Text<br />

<strong>Click</strong> to select<br />

the font, its<br />

size, and its<br />

color<br />

Alignment<br />

options for<br />

the text<br />

Figure 3-16<br />

Figure 3-17<br />

Transparent background<br />

Line breaks<br />

165. Select Transform>Resize Canvas… from the Image Editor pull-down menu. The<br />

Resize dialog box is displayed, Figure 3-18.<br />

166. In the Resize dialog box, uncheck the Keep Aspect Ratio check box. If you do not<br />

uncheck this, as the canvas is resized, the height and width will remain proportional.<br />

Proportional means the ratio of height to width remains the same.<br />

167. Enter 300 in the Width: pixels text box. Make sure 100 is entered in the Height: pixels<br />

text box. Then, click the OK button to close the Resize dialog box.<br />

168. Make sure you have the Draw Text button still selected, then click near the top-left corner<br />

of the canvas to start placing the new text.<br />

169. Retype your statement in the Drawing a Text dialog box when it appears and then click<br />

the OK button to place the text.<br />

170. Move the cursor over the text on the canvas. A move cursor (four arrows) is displayed.<br />

<strong>Click</strong> and drag the text to the center of the canvas.<br />

44 Introduction to Video Game Design<br />

Copyright by The <strong>Goodheart</strong>-<strong>Willcox</strong> Co., Inc.<br />

Copyright by The <strong>Goodheart</strong>-<strong>Willcox</strong> Co., Inc.<br />

Figure 3-18<br />

Uncheck<br />

Change the width<br />

171. <strong>Click</strong> the Center Align button in the Font section.<br />

Name: __________________________________________<br />

172. <strong>Click</strong> the Close the Image Editor, saving the changes made button (green check<br />

mark) to close the Image Editor.<br />

173. In the Sprite Editor, click the OK, save changes button (green check mark) to close<br />

the Sprite Editor. Also, close the Sprite Properties dialog box, saving the changes<br />

when prompted.<br />

174. Create a new object, name it OBJ_EndText, and assign the SPR_EndText sprite to it.<br />

175. Create a new room (room3), which will be the room displayed when the player completes<br />

the game.<br />

176. In the Room Properties dialog box for room3, add a background image of your choice to<br />

the room, but it should complement the yellow text.<br />

177. Add the OBJ_EndText object to the room and place it in the center.<br />

178. Open the Object Properties dialog box for the OBJ_<strong>Ball</strong> object. Add the programming<br />

needed to move the player from room2 to room3 when the score is 20.<br />

Now, the game has a victory condition for each level and the player receives a message<br />

when the game is successfully completed. However, on the final screen, there should be a way<br />

for the player to either replay the game or end the game. To do this, you will add Quit and Play<br />

buttons to the final screen (room3).<br />

179. Create a new sprite, name it SPR_Quit, and assign the button_quit.png image file to it.<br />

This image file is located in the Game Maker Sprites>Buttons folder.<br />

180. Create a new sprite, name it SPR_Play, and assign the button_play.png image file to it.<br />

This image file is also located in the Game Maker Sprites>Buttons folder.<br />

181. Create a new object, name it OBJ_Quit, and attach the SPR_Quit sprite to it.<br />

182. Create an event: IF the player clicks the left mouse button. Remember how you did this<br />

for the OBJ_<strong>Ball</strong> object?<br />

183. Create an action: THEN end the game. Remember how you did this to end the game<br />

before you added additional rooms?<br />

184. Create a new object, name it OBJ_Play, and attach the SPR_Play sprite to it.<br />

Lesson 3 <strong>Click</strong> <strong>Ball</strong> 45<br />

Center<br />

Align


Different<br />

Room<br />

Run the<br />

Game<br />

Figure 3-19<br />

185. Program this logic statement for the OBJ_Play object: IF the player clicks the left mouse<br />

button, THEN go to room0. For this action, you need to drag the Different Room button<br />

from the Main 1 tab and drag it into the Actions: column. In the Different Room dialog<br />

box that is displayed, select room0 and include a transition.<br />

186. Place the OBJ_Quit and OBJ_Play objects in room3, Figure 3-19.<br />

187. Save your work.<br />

Title Page<br />

A game should always start with some directions on how to play the game. For this game,<br />

you will create a title page to tell players the name of the game and to give basic directions for<br />

playing. Start by creating a new room above room0.<br />

188. Right-click on room0 in the resource tree. This is currently the topmost room in the tree.<br />

189. Select Insert Room from the pull-down menu. A new room, named room4, is placed<br />

above room0 in the resource tree.<br />

190. Using skills developed in this lesson, create an attractive slide to inform the player how<br />

to play the game. Include a game title, directions, your name, and images and directions<br />

needed to explain what the player should do.<br />

191. Add the Quit and Play buttons to this room as well.<br />

192. Test play the game. Check that all buttons work properly and that all aspects of the game<br />

function as they should.<br />

193. Save your work<br />

46 Introduction to Video Game Design<br />

Copyright by The <strong>Goodheart</strong>-<strong>Willcox</strong> Co., Inc.<br />

Copyright by The <strong>Goodheart</strong>-<strong>Willcox</strong> Co., Inc.<br />

Name: __________________________________________<br />

Compile to an Executable<br />

So far, you have test played the game at various points during the game build. It is<br />

important to make all final changes to the game before it is compiled into an executable file. The<br />

executable file cannot be modified. To make changes to the game after the executable file is<br />

created, you must make the changes in Game Maker and rebuild the executable file (replacing<br />

the existing file). Once the game has been compiled into an executable file, it can be played on<br />

any PC without needing to have Game Maker installed.<br />

194. Select File>Create Executable… from the pull-down menu. A standard Windows “save”<br />

dialog box is displayed.<br />

195. Navigate to the folder where you want to save the executable file. Your instructor may<br />

specify a location. <strong>Click</strong> the Save button to save the file.<br />

196. Test play the executable file and enjoy your success.<br />

Going Beyond<br />

197. Add a second ball to the game, different from the first ball (like a basketball).<br />

198. Add enemy objects to the game and program this logic statement: IF the player clicks an<br />

enemy object, THEN the game ends.<br />

199. Program the ball objects to bounce when colliding with enemy objects.<br />

200. Rename all rooms in order as Title, Level_1, Level_2, Level_3, and Winner. To rename a<br />

room, right-click on it in the resource tree and select Rename from the shortcut menu.<br />

Lesson 3 <strong>Click</strong> <strong>Ball</strong> 47<br />

Run the<br />

Game


STEM Review Questions and Activities<br />

Review Questions<br />

1. List two ways to exit the Room Properties dialog box, saving changes to the room.<br />

___________________________________________________________________________<br />

___________________________________________________________________________<br />

2. Explain how the grid and snap functions help speed up scene design.<br />

___________________________________________________________________________<br />

___________________________________________________________________________<br />

3. Describe how a naming convention can help quickly identify each game asset.<br />

___________________________________________________________________________<br />

___________________________________________________________________________<br />

4. In Game Maker, how do you program the ball to increase in speed by five pixels per step<br />

every time the player clicks the ball?<br />

___________________________________________________________________________<br />

___________________________________________________________________________<br />

5. Describe how to place text in a Game Maker game.<br />

___________________________________________________________________________<br />

___________________________________________________________________________<br />

6. Explain how the bouncing ball in the game is different from a bouncing ball in the real<br />

world.<br />

___________________________________________________________________________<br />

___________________________________________________________________________<br />

Math Integration Questions<br />

7. In Game Maker, if an object moves 25 pixels in 10 seconds, what is the default setting for<br />

steps per second?<br />

___________________________________________________________________________<br />

___________________________________________________________________________<br />

Applied<br />

Technology<br />

Language<br />

Arts<br />

Mathematics Science Social<br />

Science<br />

48 Introduction to Video Game Design<br />

Copyright by The <strong>Goodheart</strong>-<strong>Willcox</strong> Co., Inc.<br />

Copyright by The <strong>Goodheart</strong>-<strong>Willcox</strong> Co., Inc.<br />

Name: __________________________________________<br />

8. What is the new speed of an object traveling at speed of 15 that then is changed to a<br />

speed of 10 “relative”?<br />

___________________________________________________________________________<br />

___________________________________________________________________________<br />

9. If you want a game object to travel 120 pixels in one second and the speed is set to 2,<br />

what does the steps-per-second setting need to be to get the ball to move properly?<br />

___________________________________________________________________________<br />

___________________________________________________________________________<br />

10. If the Keep Aspect Ratio check box is checked when resizing a canvas from 300 wide<br />

by 100 tall to a new size of 200 tall, what is the new width of the canvas?<br />

___________________________________________________________________________<br />

___________________________________________________________________________<br />

Applied<br />

Technology<br />

Language<br />

Arts<br />

Mathematics Science Social<br />

Science<br />

Lesson 3 <strong>Click</strong> <strong>Ball</strong> 49


Game Review<br />

Objectives<br />

Students will evaluate the quality of their work and the work of others.<br />

Students will identify positive aspects of the playability and functionality of a game build.<br />

Students will provide constructive criticism to peers and suggest possible solutions to problems.<br />

Situation<br />

The client has asked for an evaluation report on the playability and functionality of the game.<br />

Each member of the design team needs to evaluate the product and suggest reasons why each<br />

item achieves or does not achieve the objective. An assigned quality assurance (QA) evaluator<br />

will also review the game on behalf of the client. The QA evaluator (your instructor) will note any<br />

issues, errors, or bugs in the game. Be accurate and complete in your evaluations. The personal<br />

and peer evaluation are for the same game by the same designer. That means you must give your<br />

personal evaluation to a classmate for them to complete the peer evaluation for your game.<br />

Design Reasoning—Personal Evaluation<br />

Reflect on your work, explain your score for each item, list improvements needed for your<br />

game. Attach additional sheets if needed or complete using a word processor.<br />

___________________________________________________________________________<br />

___________________________________________________________________________<br />

Concept<br />

Is the idea well developed?<br />

Aesthetics<br />

Do the look and colors<br />

fit the game?<br />

Sound Effects<br />

Do the sounds play well?<br />

Are the music and ambient<br />

sounds appropriate?<br />

Functionality<br />

Does everything work?<br />

Replay<br />

How likely are you to<br />

play this game again?<br />

0 1 2 3 4 5 Score<br />

No main idea. Clear<br />

throughout.<br />

Poor quality graphics<br />

and color.<br />

No sound; sounds<br />

too loud or not<br />

related to the game.<br />

Unfinished, could not<br />

play; major errors<br />

Game solved,<br />

too easy or<br />

uninteresting.<br />

Name: __________________________________________<br />

Date: ___________________________________________<br />

Class: ___________________________________________<br />

Awesome graphics<br />

and theme-based<br />

colors.<br />

Good sound for each<br />

item at good levels.<br />

Plays perfectly; no<br />

bugs, glitches or errors<br />

Cannot wait to play<br />

this again!<br />

Total Score<br />

(higher is better)<br />

50 Introduction to Video Game Design<br />

Copyright by The <strong>Goodheart</strong>-<strong>Willcox</strong> Co., Inc.<br />

Copyright by The <strong>Goodheart</strong>-<strong>Willcox</strong> Co., Inc.<br />

Design Reasoning—Peer Evaluation<br />

Name: __________________________________________<br />

Peer Evaluator: ___________________________________________________________________<br />

Concept<br />

Is the idea well developed?<br />

Aesthetics<br />

Do the look and colors<br />

fit the game?<br />

Sound Effects<br />

Do the sounds play well?<br />

Are the music and ambient<br />

sounds appropriate?<br />

Functionality<br />

Does everything work?<br />

Replay<br />

How likely are you to<br />

play this game again?<br />

Comments and Constructive Criticism<br />

0 1 2 3 4 5 Score<br />

No main idea. Clear<br />

throughout.<br />

Poor quality graphics<br />

and color.<br />

No sound; sounds<br />

too loud or not<br />

related to the game.<br />

Unfinished, could not<br />

play; major errors<br />

Game solved,<br />

too easy or<br />

uninteresting.<br />

Awesome graphics<br />

and theme-based<br />

colors.<br />

Good sound for each<br />

item at good levels.<br />

Plays perfectly; no<br />

bugs, glitches or errors<br />

Cannot wait to play<br />

this again!<br />

Total Score<br />

(higher is better)<br />

Explain your score for each item. Explain what you liked about the item and how it should<br />

be improved. Be detailed and complete. Cite specific examples from the game. Attach additional<br />

sheets if needed or complete using a word processor.<br />

___________________________________________________________________________<br />

___________________________________________________________________________<br />

___________________________________________________________________________<br />

___________________________________________________________________________<br />

___________________________________________________________________________<br />

___________________________________________________________________________<br />

___________________________________________________________________________<br />

___________________________________________________________________________<br />

___________________________________________________________________________<br />

Scores for items not fully documented and cited may reduce the score of the peer<br />

evaluator and the evaluator’s game project. Be honest and provide constructive criticism. Being<br />

unprofessional or lowering a grade on a personal issue unrelated to the game design will result<br />

in your grade for this evaluation being lowered.<br />

Lesson 3 <strong>Click</strong> <strong>Ball</strong> 51

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