Aug 13, 2020  
2019 - 2020 Cowley College Academic Catalog 
    
2019 - 2020 Cowley College Academic Catalog [ARCHIVED CATALOG]

CIS1883 2D GAME DEVELOPMENT COURSE PROCEDURE


CIS1883 2D GAME DEVELOPMENT

3 Credit Hours

Student Level:  

This course is open to students on the college level in either Freshman or Sophomore year

Catalog Description:

CIS1883 - 2D Game Development (3 hrs.)

An introductory course to give computer science majors an introduction to 2D game development including graphics, sound, and input.

Course Classification:

Lecture

Prerequisites:

None

Controlling Purpose:

Students will learn the basic techniques of creating a computer game including design, implementation and testing. Students will study software technologies related to game development including the art and design of creating games. 

Learner Outcomes:

This course covers the basic elements of developing 2D games. This course is designed to give the student an introduction to the basics of game programming including graphics, sound, and input.

Unit Outcomes for Criterion Based Evaluation:

The following outline defines the minimum core content not including the final examination period.  Instructors may add other material as time allows.

UNIT 1: Asset Creation

Outcomes: Upon completion of the unit, the students will be able to successfully create and manage assets for the game environment.

  • List common file formats
  • Import assets
  • Create a game object
  • Create a component

UNIT 2: 2D Vector Graphics Programming

Outcomes: Upon completion of the unit, the students will be able to successfully create and draw primitives, sprites, and sprite sheets in a game

  • Identify graphics fundamentals.
  • Draw graphics primitives
  • Print text on the screen.
  • Build a sprite
  • Implement sprite packing

UNIT 3: The Game World

Outcomes:     Upon completion of the unit, the students will be able to successfully write a game that programmatically controls the game world environment:

  • Describe the purpose of the roadmap for a game
  • Contrast perspective versus isometric
  • Use camera controls
  • Manipulate objects using tools and settings

UNIT 4: Basics of Movement and Player Control

Outcomes: Upon completion of the unit, the students will be able to successfully implement movement of sprites and player objects automatically and by player control:

  • Implement player movement using automatic routines and player control
  • Setup a basic follow-cam
  • Use the input manager
  • Implement basic error handling and debugging

UNIT 5: Adding Animations

Outcomes: Upon completion of the unit, the students will be able to successfully implement basic animations in a game:

  • Describe basic rules for animation
  • Create animations in a game
  • Use animation states
  • Work with the state machine

UNIT 6: Setting up Player Physics and Colliders

Outcomes: Upon completion of the unit, the students will be able to successfully demonstrate the ability to setup and implement player physics and colliders:

  • Describe physics implementation in a game
  • Explain physics 2D settings
  • Implement rigid bodies, colliders, physics materials, and constraints

UNIT 7: Creating and Applying Gameplay Systems

Outcomes: Upon completion of the unit, the students will be able to successfully implement game level design and programming to control the gameplay system:

  • Implement triggers
  • Create checkpoints
  • Use checkpoints with respawn
  • Create collectibles
  • Track game statistics and settings

UNIT 8: Creating Hazards and Difficulty

Outcomes: Upon completion of the unit, the students will be able to implement features to enhance a game with hazards and difficulty playing against the computer:

  • Implement an enemy game object
  • Work with damage and player death for the enemy game object
  • Implement platforming
  • Implement multiple enemy game objects

UNIT 9: Creating the Menus and Interface Elements

Outcomes: Upon completion of the unit, the students will be able to implement a UI design in a game along with menus:

  • Describe UI design
  • Plan and implement a UI design in a game
  • Create a splash screen, title screen, game over screen, and game win screen
  • Implement heads up elements

UNIT 10: Applying effects to the Game Objects

Outcomes: Upon completion of the unit, the students will be able to apply special effects to a game and implement audio to enhance the game:

  • Explain the Shuriken Particle System
  • Add particle effects to a game
  • Implement audio in a game
  • Add sound to a player object and collectible system

UNIT 11: The Importance of Game Design

Outcomes: Upon completion of the unit, the students will be able to unite all the game design components into one game environment as well as planning the installation / delivery of the game system:

  • Identify game design basics.
  • Identify game development phases.
  • Identify post-production of game design.
  • Organize assets, scripts, and code
  • Implement optimizations
  • Connect the levels into one game
  • Describe implementation basics

Projects Required:

As assigned in class

Textbook:

Please Contact Bookstore for current textbook.

Materials/Equipment Required:

Attendance Policy:

Students should adhere to the attendance policy outlined by the instructor in the course syllabus.

Grading Policy:

The grading policy will be outlined by the instructor in the course syllabus.

Maximum class size:

Based on classroom occupancy

Course Time Frame:

The U.S. Department of Education, Higher Learning Commission and the Kansas Board of Regents define credit hour and have specific regulations that the college must follow when developing, teaching and assessing the educational aspects of the college.  A credit hour is an amount of work represented in intended learning outcomes and verified by evidence of student achievement that is an institutionally established equivalency that reasonably approximates not less than one hour of classroom or direct faculty instruction and a minimum of two hours of   out-of-class student work for approximately fifteen weeks for one semester hour of credit or an equivalent amount of work over a different amount of time.  The number of semester hours of credit allowed for each distance education or blended hybrid courses shall be assigned by the college based on the amount of time needed to achieve the same course outcomes in a purely face-to-face format.

Refer to the following policies:

402.00 Academic Code of Conduct

263.00 Student Appeal of Course Grades

403.00 Student Code of Conduct

Disability Services Program:

Cowley College, in recognition of state and federal laws, will accommodate a student with a documented disability.  If a student has a disability which may impact work in this class and which requires accommodations, contact the Disability Services Coordinator.