Sand-dancer Chapter 8
In Class Collaborative Debugging
In groups of 2 or 3, debug and analyze problems in your current code. If a game compiles, playtest the game and discuss the next stages. What scenes does the game require to allow the narrative to advance? What are the potential outcomes of the game, and how will the player reach them?
Remember that your narrative should be the length of a short story to allow for completion by the deadline–focus on pivotal scenes rather than details.
Use your time wisely to work on coding. Your last check-in will be on May 3rd. Ideally, you should have 5000 words at that stage (3000 minimum). During next week’s class, we will work on building character behaviors and creating conversations. At our final in-class meeting, we will discuss how to complete your game to a playable state.
Your final game is due by midnight on May 13th.
Expectations for the Final Game
- Setting: at least five well-developed areas with multiple objects and use of both scenery and descriptions. Objects listed in the descriptions should be available in the environment. Movable and immovable objects should behave appropriately and be clearly distinguished. (If the game is confined to a single room, there should still be a range of possible interactions and scenes, memories or flashbacks with developed spaces.) 10 possible points
- Narrative: clear beginning, ending(s), and conflict. Use descriptions of environments, object-triggered information, and at least three scenes to create the progression. The player’s actions should clearly impact the narrative, and scenes should be revealed through the solving of puzzles or movement through the environment. 10 possible points
- Characters: developed characters and at least three conversations / interaction possible, even if that might be a nontraditional choice (for instance, your character might not be capable of speech, but an encounter with an NPC is still possible.) If your character is alone in the game world, the character’s personality should be revealed through actions with the environment. 5 possible points
- Puzzles: at least five clear obstacles for the player to overcome. These might include using objects to get in/out of a space, finding an item or making a connection within a time limit, or appropriately interacting with an NPC to gain a valuable point. 5 possible points
- Rules: develop and use rules to handle interactions with the environment. This might include managing lighting in different areas, assigning your player traits or knowledge as objects and using that information to advance the story, adding or removing actions to suit your character’s abilities and environments, or creating new classes of objects to interact with. 5 possible points
A Level Work: Will contain all of the above, compile without errors, include few or no mistakes in spelling or game logic, and show the coherent execution of an original game concept. A-level work will go beyond the requirements and include additional interactivity and narrative.
B Level Work: Will contain all of the above, compile without errors, include some mistakes in spelling or game logic, and show the complete execution of an original game concept. B-level work should include a few elements that go beyond the minimum requirements.
C Level Work: Will meet all of the above requirements but might include errors in code or game logic. Shows an attempt to complete a game concept, but the idea might be derivative or poorly realized.
D Level Work: Will not compile and is missing several elements of the requirements. An attempt was made to complete the game, but the result is unplayable.
Failing Work: Work is not submitted by the deadline or fails to include most required content.
Additional Resources: Inform 7 Handbook
Remember to email your code for the second checkpoint.