Tron Light Cycles game

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Revision as of 10:53, 21 November 2011 by Admin (talk | contribs)

Objective:

Directions:

  1. With a partner, create a design document that describes all the rules and components of the game (just like Mr. Bui does it)
  2. In the description of each rule and component, explain what should happen on the screen
  3. Be sure to completely describe as much as you can. Be sure to include:
    • Background
    • Sound
    • Players
    • What happens during game play (drawing/pen stuff)
    • How does somebody lose?
  4. Print out and turn in your design (be sure to put both your names on it)
  5. Begin working on the game individually; however, you may collaborate with others if you get stuck

Grading Rubric (10 pts total):

Aesthetics & Sounds (out of 3 pts)

  • 3 pts - Non-default background and sprites. Background music and sound effects when collisions occur.
  • 2 pts - Non-default background and sprites.
  • 1 pt - All you did was change the cat.

Movement & Game-play (out of 3 pts)

  • 3 pts - movement and game-play are nearly identical to the original game. Sprites move automatically and players do not lose when they go the opposite direction of their movement
  • 2 pts - movement and game-play are mostly functional, but do not match the original game.
  • 1 pt - movement and game-play barely work

Winning & Scoring (out of 3 pts)

  • 3 pts - Collisions make players lose. Score is kept so that each player knows how many times each of them have won.
  • 2 pts - Collisions make players lose. No scoring.
  • 1 pt - Collisions make players lose, but it is inconsistent.

Effort (out of 1 point)

  • 1 pt - You tried.
  • 0 pts - Fail.

Advanced Features:

  • Boost key - pressing a particular key will give that player a boost for a short period of time
  • Items & Speedups - items that allow a player to go faster than his/her opponent
  • Obstacles - progressively change the levels so that there are pre-built obstacles that can collide with either player
  • Player speed handicap - when keeping track of the score. The player with the lower score will move slightly faster than the player with the higher score.