5 October 2006
The sample games on the CD include examples of an opening game screen and a high-scores table. Use those examples to create a mock-up of your game's opening screen, high-score table, and the screen for the first level of your game.
Thus, your game should begin with the opening screen. There should be a "start" button of some kind, which loads frame 2 (the first level of the game). If your game has multiple levels, then trigger events should load the next level. When the game ends (in defeat or vidtory), the player should see the high-scores table, and have the chance to play over again.
Form a different team, and bring to class a two-page plan for an arcade game. Consider bat-and-ball, side-scroller, platform jumper, catch-and-avoid, or auto racing games.Continue reading...
The class will offer feedback on the game concepts. Are they realistic? Will they be worth playing?
Part III of McAdams has detailed case studies of good Flash journalism. There are six case studies; I'd like to make sure that someone plans to read (and blog about) each case study, and that no more than 2 people share the same case study.Continue reading...
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