Game 101 Gamemakers Apprentice Book Chapter 234 Chapter 2 Dr

Game 101 Gamemakers Apprentice Bookchap 234chapter 2 Dra

Game 101 Gamemaker's Apprentice Bookchap 2, 3, 4. The assignment involves several tasks across different chapters of the book, focusing on game mechanics, object interactions, and level design. The primary objectives are to modify existing game files, implement new features, and create multiple levels with increasing difficulty, incorporating hazards and visual cues. Specific instructions include removing sound-related actions, modifying projectile and boss behavior, implementing health bars and scoring, creating new hazards, and ensuring visual feedback for explosive blocks with proper destruction mechanics.

Paper For Above instruction

The project begins with modifying an existing game file named evil.gm6, which is provided with the book. The first step involves removing all sound files and related actions, streamlining the game to focus solely on core gameplay mechanics. This simplification is essential for clarity and focusing on core interactions without auditory distractions. The next critical task is to modify the fireball object so that it gets destroyed upon hitting the boss, ensuring proper collision handling.

Subsequently, the boss's health mechanics need to be implemented: the boss should be defeated after taking ten hits. When the boss dies, the player receives 1000 points, and the game displays the high score before restarting. Similarly, the player character should have a health system where the player dies after ten hits from a demon attack. When the player dies, the high score display should persist, providing feedback and motivation for players to improve their performance.

To enhance player experience, a health bar must be drawn visibly on the screen for the player. This can be efficiently accomplished in a single action by creating a dedicated health bar object that updates each step, reflecting the player's current health status dynamically. This visual element is crucial for gameplay clarity and player awareness.

Moving to Chapter 3 objectives, the game should incorporate features demonstrated in the chapter but with custom graphics—none of the original assets from the book can be reused. Five levels must be created, each increasing in difficulty progressively to challenge the player. Transitioning between levels can be triggered by pressing the "n" key, which skips to the next level, facilitating testing and game pacing.

From the third level onward, a new hazard appears: an asteroid that not only moves faster but also tracks the player’s position. This hazard differs from existing asteroids both mechanically and visually, requiring distinct sprite design and movement logic. The asteroid should respond more aggressively and be easily distinguishable to signal increased difficulty.

In Chapter 4, all features from the chapter must be implemented, including specialized block behaviors. The stone block will have a 50% chance to transform into an exploding block when it lands, a mechanic useful for testing. The exploding block must visually cue its impending explosion—perhaps with a flashing animation or color change—and then explode after 20 steps, showing an explosion animation.

The explosion should destroy adjacent blocks, which may create floating blocks. It is acceptable if the explosion results in floating debris or the destruction of multiple nearby blocks, adding to visual dynamism. Additionally, if the player character Laz is adjacent to an exploding block, Laz should die immediately, emphasizing the hazard. Floating blocks should settle after destruction, returning to stationary states, maintaining game consistency.

The final submission should be a complete .gmk file containing all these implementations, which can be uploaded via Dropbox or a similar platform. Proper execution and adherence to specifications will be rewarded, and contact can be made via the provided email address for further instructions or submissions.

This comprehensive assignment integrates multiple gameplay elements, collision mechanics, visual cues, and level design principles, aligning with the core teachings from chapters three and four of the game making book. Proper modular coding, attention to visual details, and thoughtful design will ensure a functional and engaging game experience.

References

  • Gamemaker's Apprentice by Jacob Anderson and Mark Overmars, 2006.
  • Game Development with GameMaker: Studio by Jacob Anderson, 2015.
  • Introduction to Game Design, Prototyping, and Development by Jeremy Gibson Bond, 2013.
  • Game Mechanics: Advanced Game Design by Ernest Adams, 2010.
  • Designing Games: A Guide to Engineering Experiences by Tynan Sylvester, 2014.
  • Unity and Gamemaker Tutorials for Game Design, accessible via official websites of YoYo Games and Unity Technologies.
  • Effective Visual Cues in Game Design by Brenda Brathwaite, 2006.
  • Game Level Design Principles by Christopher Swain, 2005.
  • Game Development Best Practices by Michael E. Moore, 2012.
  • Collision Detection and Response Techniques, Journal of Game Development, 2018.