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Game Maker Class

Syllabus / Class Game Plan last updated Jan 30, 2016

Prerequisites
Ensure software has been installed for students in advance
You need software, a notepad and pen, a USB drive (to share files if you dont have
a laptop)

Typical class structure

General Game Lecture


GM-specific Lecture
Hands-on Topic
Class project work
Team-based projects
Individual Q&A / troubleshooting

What will class success mean?

You can create basic games on your own


You are able to finish projects
Your game is playable with the ability to Win and Lose
Your project does not crash
Your game is in a state of completion
o 1st, Its playable
o 2nd, Its actually fun to play
o 3rd, It has placeholder graphics
o 4th It has placeholder sounds

Lecture / discussion topics may include

Different types of games you might create (top-down, side-scroller,


platformer, etc)
Designing on paper
Is this actually fun to play?
Planning (and later changing) a plan
Advantages of quick prototyping
What games are easiest or hardest to create?
Working through the doldrums of development
Coordinating with other people
Great sources of sounds and images that you dont have to create
An in-depth look at Super Mario Brothers, especially level 1-1
Violence vs non-violence in games
Invisible tutorials

Class Outline
I.

II.

III.

IV.
V.
VI.
VII.
VIII.
IX.
X.

Overview scope of class and scope of software


a. From Pong to Mario Brothers
b. Starting out with graphical interface
c. GM making life easier
i. It already knows you want to make a game
ii. It includes room / sprite editor and a graphical coding system
iii. It includes pre-written variables and constants, like gravity
d. Other notes
i. This class as introduction to game design in general
ii. We are not shying away from line-based coding
iii. Show sample projects Ive made
Software overview
a. General thought process of GM (rooms, objects, sprites)
b. What all those buttons do
c. Triggers and Events
d. Software concept of If / Then
First Game! (Click and Destroy)
a. Rooms and the room interface
b. Naming sprites and objects with spr_ or s- etc.
c. Control Object
d. X and Y space
e. Sprite editor
f. Keeping and drawing Score
Class-directed solo game project
Refining the in-class solo project
Team-based, class-directed project
Refining I
Refining II
Solo, student-directed project start
Team-based / team-directed project

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