Projects 2 and 3

November 11, 2020 garrison PICO8, game development, assignments, ims213 3 minutes, 27 seconds

Information about Projects II and III

code for today (Wed)

states.p8

betokened.p8

Due (roughly) Nov 9th and Nov 16th, respectively.
(Your final project will be due at the end of the semester. We will talk about your choices presently).

Project II: Physics-based, single-screen paddler

SFX & music; gameplay progression

Due week 12 (Nov 9)

Create a simple brick-breaker-style game.
Your project will make use of:

  1. Collision detection;
  2. Simple user input (at a minimum: Launch ball, move paddle left, and move paddle right);
  3. Simple scoring (presented dynamically on-screen);
  4. At least 3 different sound effects.

OPTIONAL FEATURES

Your project may make use of the following (they are fairly complicated, so leave these until last! If you try them at all!)

  1. Game states (Player Ready; Game Over; Game title screen);
  2. Music soundtrack;
  3. Animated bricks;
  4. Camera shake;
  5. Moving bricks;
  6. Multi-ball gameplay;
  7. Animated on-screen scores (bonuses, etc.).

Project III: Turn-based, single-screen puzzler

Player instruction; player interface design

Due week 13 (Nov 16)

There are lots of choices: Be sure to read thoroughly.
Your third project revolves around building a turn-based strategy game for PICO8. Think of games like match-three puzzlers ("Bejeweled!"), numeric brain-teasers ("1024"; "2048"; "Threes"), or even a simple hex-based/grid-based combat game like (old school) "Famicom Wars" or (more recently) "Into the Breach" (Subset Games).
Other possibilities include: A card game like "Reigns" (best described as Tinder meets Game of Thrones) (Devolver Digital); a turn-based version of "Faster Than Light" (Subset Games); a tile-based memory game (often cast as a children's game); a (very) retro dungeon-crawler; or something like the Star Trek space-battle games that existed during the 1970's.

Requirements

  1. Some sound effects;
  2. Some rudimentary animation;
  3. Some on-screen scoring;
  4. Game must be turn-based (although it can use a timer);
  5. Game can be one-player or two-player (no networked play; avoid trying to create an AI opponent);
  6. Self-evidently, player input will be challenging here, as game play typically involves the manipulation of symbols or tokens (instead of 1:1 movement of your on-screen self).

Nota Bene

The game should be more polished than your previous project, in terms of the player experience. Does she need rules? Then provide them. Don't dump her off unceremoniously when she runs out of lives: Show her score and congratulate her, etc.
In addition to the real challenges represented in building a turn-based game, we're interested here in how you present data to your player (which is always much harder in practice than it sounds).

Options

  1. Peg sound effects to scoring;
  2. Simple cut-scene(s);
  3. Theme song.