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Scalable Game Design wiki - Gamewiki

Scalable Game Design wiki - Gamewiki
Frogger is a good first game design activity for students with no programming background. Journey is designed to present several computational thinking patterns in an incremental fashion. Sokoban is a good second game design activity for students who have already completed the Frogger tutorials. PacMan is a good first game design activity for high school students with no programming background. More games: Space Invaders Sims-like games AgentCubes games (3D) coming soon! The Contagion simulation approximates how contagions are spread among humans who are in close proximity to one another. The Forest Fire simulation enables you to explore how forest fires unravel by letting you set fires to virtual forests with different parameters. More simulations: AgentSheets simulations AgentCubes simulations (3D) coming soon! Related:  Programmation & Developpement

Stories by Level Update: The second Computational Fairy Tales book, Best Practices of Spell Design, is now available! Computational Fairy Tales includes over 70 stories that are written for a variety of audiences, from someone with absolutely no programming experience to people with significant computer science backgrounds. Below is an attempt to categorize the stories by level. Also see the Stories by Topic. Beginner: Focuses on general concepts (e.g., very high level algorithms) and simple programming concepts. Intermediate: Algorithms, data structures, and practical programming techniques. Advanced: Advanced algorithms, pointers, and computational theory. The Big List Of Game Design Book Recommendations: Game Design Books: Articles about Gameplay Mechanics Discussions Rules For Games: Do & Don’t Platformer Design Videos How To Not Suck At Game Design Genre Game Polish User Interface Design Video Game User Interface Design: Diegesis Theory (DevMag) Difficulty Game Design Documents Game Design Concepts (Ian Schreiber) What Is Game Design Concepts? Game Balance Concepts (Ian Schreiber) Game Length Character Design Level Design VGMaps (huge amount of screenshots of entire levels from hundreds of games. Artificial Intelligence Prototyping Sandbox & Open World Design Popularity Game Accessibility Free Books Uncategorized Articles Game Development Sites

Quickstart In meno di un'ora creerai le basi per il tuo Frogger 3D che potrai condividere con i tuoi amici. Non è strettamente necessario che si tratti di un Frogger 3D. Puoi creare tutto quello che vuoi! Puoi creare sia un semplice videogioco oppure svilupparne uno piu sofisticato includendo layer 3D e persino diversi livelli. Cosa si puo imparare giocando ai videogiochi? I bambini di oggi prendono in mano qualunque tipo di dispositivo elettronico e iniziano subito ad usarlo e giocarci istintivamente. Come funziona AgentCubes Online? AgentCubes Online è una piattaforma di programmazione utilizzabile da subito tramite un interfaccia intuitiva e visuale ed una serie di tool di programmazione già integrati. Motivazione inclusa! Non facciamo alcuna distinzione tra l'imparare e il creare. Risultati (noi prendiamo l'educazione sul serio) Superare gli standard Siamo convinti che non basta solo soddisfare gli standard dei nostri ragazzi!

Computational Thinking - IAE-Pedia Information Age Education (IAE) is an Oregon non-profit corporation created by David Moursund in July, 2007. It works to improve the informal and formal education of people of all ages throughout the world. A number of people have contributed their time and expertise in developing the materials that are made available free in the various IAE publications. Click here to learn how you can help develop new IAE materials. Computers are incredibly fast, accurate, and stupid. Introduction The statement quoted above captures the essence of computational thinking. Here is a more recent description of computational thinking: Computational thinking is a way of solving problems, designing systems, and understanding human behavior that draws on concepts fundamental to computer science. Human brains get better through informal and formal education and through regular use. Each type of brain has unique capabilities and limitations. Computational and Procedural Thinking Now, here is another approach.

Tutorial on 9845 Game Design Why and How As long as automated data processing exists, implementing games on computer systems had been one of the most deeply settled desires of any computer programmer. One reason of course is the challenge. Wereas real mainframes were most of all number crunchers and excelled primarily on pure computation tasks like chess algorithms, workstations and as such the HP 9845 were in the middle between home computers and mainframes. Actually, performance always depends on specialization vs. generalization. The strength of the 9845 system was directed much more towards engineering requirements like CAD (where the 9845 outperformed most other systems) than to arcarde style games. This section now concentrates on what can be done with a 9845 system, and how it can be done. In case you want to learn more about games written for the HP 9845 platform, also have a look at the new 9845 Games Section. Background: Basics of Game Design In principle not much has changed during the years. Speed Real Time

Cody & Roby Non perdetevi l’edizione Europe Code Week del kit Cody Roby e i nuovi video tutorial! Cody & Roby sono gli strumenti più semplici (fai da te) per giocare con la programmazione a qualunque età, anche senza computer. Scarica il nuovo Kit fai da te! Roby è un robot che esegue istruzioni, Cody è il suo programmatore. Numerose esperienze precedenti testimoniano l’efficacia e il divertimento delle attività di programmazione unplugged sulle scacchiere giganti. Le carte (Cody cards) Potete disegnare da soli le carte, ma se preferite averle già pronte, potete scaricare e stampare il CodyRoby kit. La scacchiera Tutti i giochi di Cody&Roby possono essere giocati come giochi da tavolo o come giochi di movimento a terra. Per il gioco da tavolo, la scacchiera può essere disegnata su un foglio o stampata. Le pedine (Roby) Quando i giochi sono giocati a terra i giocatori si muovono direttamente sulla scacchiera senza bisogno di pedine. I giochi Cody&Roby #1.

Computer Science for Fun - cs4fn: HOME The Worst Game Feature Ever » Level 99 Games We play games–all kinds of games from sports to board games to video games–in order to do. When you play a game, your choices will hopefully determine your ultimate success or failure. Those who make the best choices or perform most successfully will have an advantage to win the game (if not guaranteed victory, in games that do not utilize randomness as a mechanic). So what is the worst feature you can pack into a game? It is the antithesis of what games are about: Inaction–either enforced or encouraged. By making use of skipping turns as a game effect. Such games are commonly called ‘snore-fests’, ‘sleepers’, ‘lemons’, or more commonly just ‘boring’, and are not invited back to the game table for a replay. In most games, turns are an inevitable part of the game’s simulation that cannot be removed. Allow optional cooperation – If you are building a co-operative game, it makes sense for other players to be able to jump in and help you if the going gets tough.

CoderDojo Athenry | CoderDojo Athenry: Saturdays, 12-2pm, Gairmscoil Mhuire VEC Make video games - The complete free tutorial Okay so you want to make your own video game. You have creative ideas just bursting from your ears and you have got to make these ideas reality. Well I have got two things to say about that. The first thing is that it is totally possible! You have to improve your programming-like skills, your art skills and your creative skills. If you want to browse through a great selection of video game design/programming books you should check out the selection at Amazon.com. - Want to know what the top sellers are in making video game books?

Escape the Room Kit - Learn how to make your own 'Escape the Room' game. Welcome to the first Flash Classroom Resource Kit for classroom use. This kit has been designed to contain all you'll need to be able to begin the adventure with game design in your classroom. The kit supports teachers and students using Flash 8. An Overview of Escape the Room Games In 1994, Japanese game developer Toshimitsu Takagi released a game called 'Crimson Room' on the internet. This game received a cult following worldwide and reinvented the 'Escape the Room' genre of games. The 'Escape the Room' genre is a great genre to use when introducing students to game design as it provides a solid introduction to actionscript, whilst also enabling students to develop a narrative and to create their own context for the game play. Examples of Escape the Room Games The model game and tutorial in this kit will assist students in creating a simple version of an 'Escape the Room' game. Kit Contents This kit contains three resources that students can download to learn more about the kit.

Good Rules, Bad Rules » Level 99 Games I played a game last night called Inn Fighting. It was decently complex. The cards had lots of words, there was thick rulebook, and you had to roll 6 dice a turn, then interpret the results, then roll a few more dice, just to get anything done. Here was the sequence of play: I was dealt some random cards and set up with these cards.On my turn, I would roll the dice and choose one of the options the dice presented (if more than one option came up, which often was not the case).Roll more dice to determine how many points I got.Pass my turn to the next player. Just one round after Inn Fighting began, I had already spotted a glaring deficiency in the game. Ultimately, the rules for Inn Fighting could have been the same as for high card (everyone draw a card from a poker deck, highest card wins), because the rules did not give the players any options–they were nothing but a set of restrictions for interpreting die rolls. Premise Rules – these are the premise of the game.

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