On Friday, we were doing the Hour of Code in class to both better our understanding of the coding language as well as improve our current skills in coding. Some people in our class had no experience in coding at all, so this was completely new to them in more ways than one. I however had somewhat of a rudimentary knowledge of coding beforehand, so I was already familiar with how it all worked. The program we used was pretty basic and easy to follow. Early on, I was really able to understand how much math is involved in coding and how one wrong calculation could mess up the entire outcome. Say if you wanted to make a sprite move into a box that was 300 pixels away (having blockades on either side of the sprite arranged in a maze-like pattern) you would have to enter the correct digits and turns in order to get him across. This experience helped prepare me for more advanced programming by giving me a better understanding about how coding works and the language used in coding. Now that I have the basics of the programming language, I can more easily pick up on the harder stuff than someone that has never coded before in their lives. This experience has also inspired me to continue my learning specifically of the coding language so I will be able to start on an actual game as soon as possible.
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In class, we have been working through the process of coming up with an idea for a game and how to market it. We were told that the game had to be a related to a flight simulator. From that we had all the freedom to make our "game" as "responsible game manufacturers". My game involved not only a flight simulator, but also the immersive, steampunk world of a robot dragon on their quest to conquer their individual worlds; land, air, water, and fire. Being an open world type of game, there is no level system of which the player progresses through. Instead of different stages with varying difficulty level, my game will have one stage with varying difficulty the further you go. There will also be stages involving cities or towns, which could qualify as a level, where the player must decide whether to ally or attack or village and then take action accordingly. Since the villages and cities are randomly generated in both their look and placement on the map, there cannot be a real level system. There will be limits to how the cities are generated, like how small a large city can be and the general area where it can be placed, but most of the game will be randomly generated. The only exception to that is the actual map and its landmarks. In terms of difficulty, the larger cities are the easiest to find, but the hardest to attack/ally with. The smaller villages are the easiest to take out, but they are also the hardest to find.
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AuthorMy name is Anna Marshall, nice to meet you! check out the 'about me' page for more information about me! Archives
May 2018
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