Learning Partnerships, Unit Catalogue 2009/10 |
AS20319: Games programming |
Credits: | 5 |
Level: | Intermediate |
Period: | This unit is available in... |
Semester 1 at City of Bath College | |
Semester 2 at City of Bath College | |
Semester 2 at Wiltshire College |
Assessment: | CW75EX25 |
Supplementary Assessment: | Supplementary assessment information not currently available (this will be added shortly) |
Requisites: | Before taking this unit you must take AS10100 |
Description: | Aims: The aim of the module will be to develop transferable skills in: * games design * simulation techniques * graphic design * sound generation * appropriate controls and interface, * animation, algorithms * application of artificial intelligence * game testing These transferable skills, developed within a games programming application, are applicable to a range of business, scientific and medical applications. Learning Outcomes: On completion of the unit the student should be able to: * Assess the purposes and limitations of simulations in games; * Design and develop a game prototype (building on the structured programming techniques learnt in Introduction to Programming) using a suitable games programming language; * Integrate multimedia components (sound, music, animation) into the development; * Devise suitable test data and test plan. Conduct end user trials; * Demonstrate prototype. Skills: Practical skills - program design skills, coding skills - taught and assessed. Personal skills - time management, personal organisation, problem solving - facilitated and assessed. Communication skills - demonstrations, working in a team - facilitated and assessed. Content: In this context, games programming includes business modelling and simulation. The distinction between games, simulation and training software has become blurred with the application of games technology. The nature of the content will vary depending on the choice of game, but will be likely to include. Introduction to simulation and game theory: Use of modelling techniques to include real life scenarios/role playing, mathematical techniques, game theory Design decisions: principal elements of a model, nature of the system being simulated, representation of the system and level and accuracy. Practical decisions: time handling, stochastic or deterministic durations, discrete or continuous change. Game design: suited to purpose, Graphic design: uncluttered, logically laid out, graphics to suitable level Sound generation: appropriate sounds in response to game events Controls and interface: Interface design assists game play Image handling: Deal with suitable images Animation: changing graphical game objects Algorithms: Appropriate to solve computational problems set by game Artificial Intelligence: Awareness of suitable algorithms/ heuristics to allow the computer to compete with human player. Games Development: Use a suitable games programming language e.g. Dark Basic. Introduction to games development engines. |