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CO6035 – Further Games Theory and Implementation

Lee Beever
LO4: Analyse and evaluate a game utilising recognised
games industry techniques.
LO5: Demonstrate proficiency in the development of
design and planning documentation for games.

1. Explored different mobile control schemes:


LO3: Provide evidence of applied knowledge in single-
player game development .
LO5: Demonstrate proficiency in the development of
design and planning documentation for games.

1. Implementing specific mobile control schemes


› Group task
CO6035 – Advanced Games Theory and Implementation Lee Beever (2017-2018)
 For this task you will be utilising a methodology called “Pair
Programming”. This can be defined as:

“Pair programming consists of two programmers sharing a


single workstation (one screen, keyboard and mouse among
the pair). The programmer at the keyboard is usually called
the "driver", the other, also actively involved in the
programming task but focusing more on overall direction is
the "navigator"; it is expected that the programmers swap
roles every few minutes or so.”

– (Agile Alliance, n.d.)


 This week you’ll be working in pairs to implement a specific
mobile control scheme for a given scenario.

 You will be assigned a control method to research and


implement.

 You are to implement a small demo scene that


demonstrates the control scheme in action.
› You should comment your code to ensure others can understand it.
› You will upload the demo at the end for others to learn from.
1. Accelerometer input to move a cube forward, back, left
and right.
1. The scene should show a cube from a top down perspective.
2. The player should rotate the device to move in the desired
direction.
3. The cube should have collision.
 Tap to move. The player should be able to tap
somewhere on the map and the character should
move towards that location avoiding obstacles.
› Top down camera angle.
› Unity AI navigation mesh.
 Tap to move left or right.
› The player should move left if they tap the left side of
the screen.
› They should move right if they tap the right side of the
screen.
› (bonus) Add a method for the player to jump.
› Side scrolling view.
 Accelerometer to turn. Rotating the device should allow a
vehicle to turn left and right.
› Camera should follow behind the vehicle but raised up.
› Rotating left should turn the vehicle left and vice versa for right.
› Vehicle should drive forwards automatically.
 Tap an object. You should implement the ability for an in
game object to accept a tap.
› When the player taps an object it should change colour.
› Each object should change to a different colour.
› (Bonus) Double tap an object to destroy it.
› No OnMouseDown()
 Offset tap movement. Player
touches the screen and moves their
finger to move the character
relative to the character location.
› Player can touch anywhere on the
screen.
› Character should move when the
player moves their finger.
 You’ll want to consult the Unity documentation for the
majority of these tasks:
› http://docs.unity3d.com/Manual/index.html
› http://docs.unity3d.com/ScriptReference/index.html

 Please attempt to implement these schemes yourself


before searching for a solution on Unity forums or
StackOverflow.
 If you manage to implement the scheme before the
end of the session then see the comment section on the
slide for additional tasks.

 You should also start to think about how you could use
your scheme to develop a mobile game.
1. One of your team must submit the completed mobile
controls demo to Moodle.

2. You are to also complete the Rocket Blaster game


tutorial. This tutorial will demonstrate how to make a
game using:
› 3D objects
› Touch and tilt controls
› Physics.
Agile Alliance. (n.d.) Pair Programming [Webpage]. Retrieved from
http://guide.agilealliance.org/guide/pairing.html

Byl, P. (2015). Holistic Mobile Game Development with Unity. Burlington, MA: Focal Press.

Nolte, D., & Scolastici, C. (2013) Mobile Game Design Essentials. Birmingham, England: Packt
Publishing.

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