Official Course
Description: MCCCD Approval: 5-25-04 |
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CIS151
2004 Fall – 2010 Summer II |
L+L
3.0 Credit(s) 4.0 Period(s) 3.7 Occ |
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Computer
Game Development -Level I |
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Introduction
to object-oriented game development, game design, and game theory. Use of
computer software to demonstrate and teach concepts using an appropriate game
development platform to model real-time simulations and create computer games
using object oriented tools. Introduction to developing PC games, educational
software, and training software using windows based object oriented
developments tools. Prerequisites: CIS105 or permission of Instructor. |
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Go to Competencies Go to Outline
MCCCD
Official Course Competencies: |
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CIS151 2004
Fall – 2010 Summer II |
Computer Game Development -Level I |
1.
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Identify and explain computer game requirements,
components, and solutions. (I) |
2.
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Explain the various types of simulations, training
software, and games that can be achieved using object oriented game
development techniques. (I) |
3.
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Explain the game development life cycle (GDLC). (II) |
4.
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Describe Game Software Development Tools and related
Integrated Development Environments (IDE's). (III) |
5.
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Describe how to design effective game consoles to increase
replay value. (III) (IDE's). (III) |
6.
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Describe how to design game programs using structured and
object-oriented game design tools. (IV, V) |
7.
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Design and write game programs using the various game
design tools which utilize drag-and-drop visual development tools. (IV, V) |
8.
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Explain event driven development techniques, and describe
how they are embodied in an object-oriented environment as it relates to game
development. (IV, V) |
9.
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Explain Object Oriented features to design and write game
programs. (IV, V) |
10.
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Use Object Oriented features to create parent and child
game objects that have public and private properties, events, and actions.
(IV, V) |
11.
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Use Object Oriented features to design and write game
programs that create and manipulate objects in the game's "world".
(IV, V) |
12.
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Explain game objects, object events, object properties,
and object actions. (IV, V) |
13.
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Explain the principles and proper use of game object
inheritance in object oriented game development. (IV, V) |
Go to Description Go to top of
Competencies
MCCCD
Official Course Outline: |
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CIS151 2004
Fall – 2010 Summer II |
Computer Game Development -Level I |
I. General Game Development
Concepts A. Computer game
requirements, components, and solutions 1. Simulations 2. Games 3. Training and educational
II. Game Development Life
Cycle (GDLC) A. Story boarding B. Project outline C. Graphics and sounds D. Game levels and world
design E. Game development F. Game testing: alpha and
beta releases G. Implementation and
publishing H. Maintenance III. Game Software
Development A. Designing effective game
consoles to increase replay value B. Introduction to the game
software development tools and IDE C. Game design tools 1. Story boards 2. Game level and world
design 3. Game decision tables 4. Visualize project needs
and solution paths 5. Documentation IV. Object Oriented Game
Design A. Drag-and-drop visual
game design tools B. Event driven game design
and theory C. Object oriented
techniques D. Game objects E. Game level design F. Game world design G. Graphics and Sound H. Proper naming
conventions V. Object-Oriented
Development A. Game Objects 1. Properties (attributes) 2. Behaviors (methods) 3. Public and private scope
4. Object variables 5. Object actions B. Object creation and
manipulation 1. Instances: creating and
destroying 2. Parent and child objects
3. User interface to
control 4. Object gravity,
friction, and speed C. Maximizing game runtime
speed D. Local versus global
objects and variables E. Creating and using
timelines F. Creating and using
object paths G. Creating and using
camera views |