1.1. m odule i ntroduction details of the goals and structure of this module

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1.1. MODULE INTRODUCTION Details of the goals and structure of this module

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1.1. MODULE INTRODUCTIONDetails of the goals and structure of this module

Welcome to csc2007 Games ProgrammingWelcome! Firstly, some things about my lecturing style…

• I don’t want to talk at you for an hour

• I really do want to hear your thoughts and opinions

• I like asking questions, but I don’t like asking questions with a right/wrong answer

• I’m friendly, honest!

And now for something completely different…

Welcome to csc2007 Games Programming

Approach 1 Approach 2

• 10 hours of lectures on high way code and the theory behind driving

• 40 hours of practical driving experience

• Take driving test

Learn How to Drive

• 40 hours of lectures on high way code and the theory behind driving

• 10 hours of practical driving experience

• Take driving test

Module aims: Enable learners to pass the driving test

Question: Which approach would you pick? More importantly, why would you select this approach?

KEY MODULE INFORMATIONModule aims and learning outcomes. Assessment. Module Handbook

Module Aims and Structure

What does this module aim to do?

The module aims to improve your programming skills…

… via 2D computer game development.

How does it aim to do this?

The module will help you to develop a computer game...

... assessment is 100% project based

Module Aims and Structure (Module

Handbook) The module handbook contains lots of important information, including:

• Module learning outcomes

• Weekly module content

• Learning contract

• Project overview and advice

• Development timeline

• Project assessment

• Recommended reading

• Contact information

To do:

Read this

LEARNING ON THIS MODULEHow best to approach learning on this module…

Pen and paper at the ready…

Answer the following questions in a couple of words

Q1: Write down something new that you learnt to do recently…

Q2: Write down the reasons why you learnt this…

Q3: Write down how you learnt this…

How you and I (and everyone else) learns• People learn things because

they are either useful or fun

• People learn things by doing them and getting better through practice.

Consequentially, for this module...

How this module approaches learning• The entire course is setup

around the project and its development...

... programming is a practical activity, much like driving, and is best learnt by doing, i.e. by actually writing code, not by sitting in lectures. Lectures will be used to support the project.

• You get to select your own project ...

... you know best in terms of what games you find fun and want to explore

KEY MODULE INFORMATION: PART IIXNA/Java. Weekly lecture breakdown. Recommended reading. Lectures times and contact information. Student feedback.

Development Language (XNA / Java)

If you are on the MEng in Computer Game Development :

• Your game will be developed using XNA

If you are on any Computer Science pathway:

•You can develop your game using either XNA or Java (XNA is recommended)

More information on this choice will be provided in the next lecture.

To do:

Pick

language

Weekly Lecture Breakdown

Week 6:

Exploratory Developme

nt

Reading

Pack

Further

Reading

Week 1:

Introduction

Week 2:

Architectural Design

Week 3:

Graphics I + Input

Week 4:

Graphics II + Sound

Week 5:

Architectural Design II

Reading

Pack

Reading

Pack

Further

Reading

Reading

Pack

Further

ReadingFurther

Reading

Further

Reading

Week 7:

Artificial Intelligence I

Week 8:

Artificial Intelligence II

Week 9:

Advanced Graphics I

Week 10:

Advanced Graphics II

Reading

Pack

Further

Reading

Reading

Pack

Further

Reading

Further

Reading

Further

Reading

Week 11:

Final Developme

nt

Week 12:

Assessment & Vivas

Recommended Reading

Learning XNA 3.0: XNA 3.0 Game Development for the PC, Xbox 360, and Zuneby Aaron ReedO’Reilly Media (3 Dec 2008) ISBN: 0596521952

Introduction to Game Development by Steve RabinCharles River Media (14 Jun 2005) ISBN: 1584503777

Artificial Intelligence for GamesBy Ian MillingtonMorgan Kaufmann; (18 Sep 2009) , 2nd Ed.ISBN-10: 0123747317

Lecture times and important datesLectures Times:

Wednesday Lecture 12:00 – 13:00 BCB / WTSThursday Lecture 12:00 – 13:00 BCB / WTSFriday Lecture 10:00 – 11:00 BCB / WTS

Friday Advisory 14:00 – 16:00 BCB / 1st Floor Lab

Important Dates:

Wed 28th September: First lectureFri 7th October Initial game concept hand-inFri 4th November Architecture / prototyping hand-inFri 25th November Alpha code hand-inFri 9th December Full project hand-in14th-16th December Assurance vivas

Contact informationKey URLs:

Queen’s Online http://www.qol.qub.ac.uk

XNA App Hub http://create.msdn.com

Sun’s Java Homepage http://java.sun.com

NetBeans Homepagehttp://www.netbeans.org

GIMP (Image editor) http://www.gimp.org/

Audacity (Sound editor) http://audacity.sourceforge.net/

CSC2007 Forum

https://vle.qol.qub.ac.uk/2101/CSC/2007-AUT-QUB(Login using your QoL username/password)

Contact Information:

Philip Hanna MSN/Messenger:

028 9097 4634 / 1779 Search for [email protected]

Room OG003, 14 Malone Road

[email protected]

STUDENT-TO-STUDENT ADVICEFeedback from previous students to current students

Feedback from previous studentsEach year students are asked to reflect on their experiences of the module and pass onto future students advice and tips on how to tackle the project.

The information provided by students is highly valuable – although the real value lies not in simply reading the advice, but acting upon the advice...

To do:

Read

Summary

To do:Read the module

handbook

Read previous student

feedback

Think about game

ideas, possible team,

development language

Today we explored:

What this module is about

How the module is structured

How best to learn on this module