You are on page 1of 3

Teacher: Mrs.

Valli Class/Set: 9M2 Date: 09/03/12 Number of pupils: 30 Learning Objectives (WALT): Subject: GameMaker Lesson 2

Time/Period: 3&4 Scheme of Work:

Room: CC Level:5/6

Able to create a basic game using sprites, objects and room in GameMaker Able to make game interesting to play by adding extra components like sound, music, background, enemies etc.

- Able to explore more features and functions available in GameMaker and take the game to next level. Intended Learning Outcomes (WILF): All must be able to: understand how to add sprites, create objects & place them in room and test the game Most should be able to: add background, sound, music and bombs into game Some could: create help menu and move on to next room (level).
Keywords: GameMaker, sprite, object, room, background, music, sound, enemies, monsters, bombs, levels, help menu, starter screen. Reference to cross-curriculum issues (Literacy, Numeracy, Citizenship, PSHE, ECM..): Entry ( 2.5 mins) Starter (5 mins): Let pupils discuss with peers and write down - what are the criteria needed for a good game? Divide pupils into 2 groups and play game to receive as many ideas: Game Design goal & interface design Collect the diamonds score Create doors when certain score reached/ collected diamonds it will open for you to pass through. Different levels, different interface with increased difficulty/ speed/ less time/more enemies etc. Starting screen Sounds Monsters and other challenges. Lives Blocks, holes Better graphic sprite is looking left, right, forward and backward. Resources GameMaker_ Lesson 2.pptx

Objects/Sprites Events Placed in Room (character, wall, flag, monster, bomb etc)

Score + & -

Bonus stuff one way street, frightened monsters. Main ( 55 mins): Explain WILF Choice 1: Maze Game Each room consists of a maze. To escape the maze the player must collect all diamonds and then reach the exit. To do so the player must solve puzzles and monsters must be avoided. Many puzzles can be created: blocks must be pushed in holes; parts of the room can be blown away using bombs, etc. It is very important to not show all these things in the first room. Gradually new items and monsters should appear to keep the game interesting. So the main object in the game is a person controlled by the player. There are walls (maybe different types to make the maze look more appealing). There are diamonds to collect. There are items that lie around that do something when picked up or touched by the player. One particular item will be the exit of the room. And there are monsters that move by themselves.

Choice 2: Shooting Game

You will learn a number of aspects of Game Maker, in particular the use of variables. In a

scrolling shooter the player controls an object, for example a plane, spaceship, or car, which moves over a scrolling background. Obstacles appear on the background that must be avoided and enemies appear that must be shot. Often bonus objects appear that can be picked up for addition benefits. During the game the number, variety, and strength of the enemies increases making it harder and harder to survive. In this tutorial we will create a scrolling shooter called 1945, in which the player flies in a plane over a sea and enemy planes try to destroy the player. We will treat aspects like how to create the illusion of motion using a scrolling background, how to control the plane, how to make enemies and bullets, and how to deal with the score, with lives and with the damage of the plane. But first of all we delve into a very important aspect of Game Maker that extends the possibilities considerably: the use of variables.

Choice 3: Platform Game The player normally controls a character that walks around in the world. This world consists of platforms. The player can walk on these platforms, jump or drop from one platform to the other, use ladders or ropes to get to different places, etc. On the platforms there are objects to collect, enemies to avoid or kill (often either by shooting them or by jumping on top of them), switches that can be pressed to open passages, etc. Also the player normally requires skill to jump over dangerous areas. In some platform games you see the whole level at once, but in most you see only a part around the character. In such a case, finding your way around becomes an additional challenge.

Choice 4: Pong Game The game has only few elements - couple of bats, a ball, score counters and a playing. It is two-dimensional sports game that simulates table tennis. The player controls the game by moving it vertically across the left side of the screen, and can compete against either a computer controlled opponent or another player controlling the second paddle on the opposing side. Players use the paddles to hit a ball back and forth. The aim is for a player t field to earn more points than the opponent; points are earned when one fails to return the ball to the other.

Task of the Day 1. Choose Option 1 : Maze Game or Option 2: Shooting Game or Option 3: Platform Game or Option 4: Pong Game or 2. Make use of the tutorials provided to create the game. Exit ( 2.5 mins) Differentiation (related to Learning Outcomes) - G & T: Help peers finding difficulties in completing the game. Homework : - Game Maker Design.doc

Assessment including WILF: Enhancement review: Pick 2 pupils whom have explored GameMaker features and applied into their work. Ask them to present their work to his/her peers. Evaluation of the lesson: Informal observations made by curriculum mentor [x]:

You might also like