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ApacheMan2K

Game Design Class for Kids

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At the beginning of this coming school year, I am going to have a game design class for kids between fifth and seventh grade, once a week. We are planning on creating an RPG based on the novel "Pilgrim's Progress" by John Bunyan.

 

I have thought of a few lesson plans, but since I'm not as much of an expert as a lot of you guys are, I would like to ask you all for advice and suggestions on what lessons I could teach my students as we make progress in creating the RPG, starting Wednesday, August 24, 2011 and finishing by the end of May 2012.

 

Any and all constructive feedback and advice would be greatly appreciated! =)

Edited by ApacheMan2K

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At the beginning of this coming school year, I am going to have a game design class for kids between fifth and seventh grade, once a week. We are planning on creating an RPG based on the novel "Pilgrim's Progress" by John Bunyan.

 

I have thought of a few lesson plans, but since I'm not as much of an expert as a lot of you guys are, I would like to ask you all for advice and suggestions on what lessons I could teach my students as we make progress in creating the RPG, starting Wednesday, August 24, 2011 and finishing by the end of May 2012.

 

Any and all constructive feedback and advice would be greatly appreciated! =)

 

Hey there, I have a little bit of experience in teaching and making lesson plans and have seriously considered making tutorials for this program:

I recently had my brother-in-law up for the weekend and was teaching him how to use RMXP, below are the things I taught him in the order I taught him in, adapted into a lesson plan. Not sure if you are using RMXP but most of this format should be convertible to any game making program use.

 

1.Story Board

The skeleton of your project, everything you need on pen and paper(notepad) before you start any game making project.

 

 

A. Concept

Starting out with the basic story arc process, (depending on their knowledge on writing) teach them about main characters, the protagonist and antagonist, the inciting incident, the climax etc. etc.

Then get them to point out what/who in the novel represented each(IE the protagonist, inciting incident etc.)

This will show them how to create a concept and basic story for a game, it will also help you all collectively recognize the basic components needed to make the game.

 

 

B.Lore and Continuity(Person, Place, Things)

Then move onto naming each character(important ones, main or secondary) and how they affect the story. Make sure to cover any symbolism/morals, hidden meaning, relation to current events etc there may be.

Next name places important to the story, remember to name the planet, the region, kingdoms, cities, areas(forests, caves etc.). Anywhere the story takes you, that you will need to make, write down.

Finally move onto things, anything that was directly relevant to the story. So if the story characters carry a flag from point A to point B then you will need to make a flag item in game, if they needed to find some hidden gold then you will need a gold item in game, etc etc.

It may be a good idea to get a description or grab some notes from what the students say at this point, this way you have text ideas for the item notes later on.

 

 

 

2. Program Education

The knowledge on how to use your tool to achieve the task ahead.

 

 

 

A. Explain program basics.

Start by showing them how to create and name a new project, then how to upload files into the program using the material base, next move onto the the different tabs in the database.

Briefly explain to them the functions in each tab using the already present RTP content, possibly skipping common events to be shown later during the eventing section.

Then show how to make and name maps, and how to save and reopen/load their project.

 

 

B.Create a dummy project, something that can be taught over 1-3 days. Something they can simply follow along with, rather then do as you show them.

Now with them create something simple, like an indoor and out door scene with one two-story house.

Show the students how to use events to control the player and make them walk up stairs, fade screen, teleport to second floor etc.

Possibly show them how to create an item that is linked to a common event that uses a variable and conditional branch to give a random item.

Then make a treasure chest that is one time with self switch, and reward that item.

Place some NPC's in the house make them talk, have one require the item in the box to end the tutorial.

When teaching the above examples you will keep everything simple then go into more detail when doing it in game.

This should explain most of what they need to know to make a simple game. You can also use this time to help any individuals that may have issues, before making the game itself.

 

 

 

3. Execution

Decide Approach

 

 

A. Lesson Plan

I assume each student will make a duplicate project along side you as you make the game, and then they will be graded on their proximal exactness in function to yours.

If this is the case I suggest making the entire project before hand, then again with them(both of yours will not end up the same).

This way you will run into FAR less problems when making the game with them(eventing issues, scripts etc.), as most lesson plans are practiced before used, same idea with the game.

Doing this will also allow you to gather any resources needed to complete the game before hand, and present a complete and ready to go lesson plan.

 

 

B. Map Making

Begin by building a city, main character home city, first city in novel etc.

Start by deciding as a class the layout of the city, number of houses, number of residents(random NPCs aside from main and secondary characters) etc. Draw it on the chalkboard as you go.

Tell them/vote on which tile set to use.

Having built a basic house, they should now understand how to lay tiles, the different layers, etc(all the basics)

Now go over with them the finer points, such as auto tiles, using layers to make realistic 3D, decoration and spacing, etc.

Give them X amount of time and let them go to town(make the map). Remember to tell them to setup the sound on the map.

You should know roughly how much time to allow for them to make the city as you will have made it yourself already while making your lesson plan.

Following your list of places you made at the beginning, follow the same procedure above and have the class make each map.

 

 

C.Items/Equipment

Make each item, weapon, and armor necessary for them to use/wear.

Ideal to have already mapped out the basic stats for the weapons, and their tier system when balancing game during lesson plan creation.

Teach the class how to make an item, and each equipment type, making sure to go over what option does.

When teaching it then allow the class to come up with the names for the common equipment, the stuff that wont be named after the story items/equipment.

Have each student create 5 custom items/equipment, to test them on what you teach them.

 

 

D.Skills/Spell

Make the required skills and spells that the story/battle system requires.

Again ideal to have these balanced before hand(during lesson plan creation) and then have the class name the non story ones.

Have the students create X amount of custom skills/spells, and base if off of set parameters(IE 1 healing, 1 damage, 1 elemental, etc.) to test what you showed them.

 

E. Character making

Each character will need to be made for the game(or sprites assigned).

I suggest possibly using Character Maker XP(available on this site) and assign teams to make certain sprites. Maybe do some kind of draw or game to see who/which group gets to make which sprite.

After all the characters are made make sure each person in the class gets a copy of each character, not hard to do if you have the sprites be a mini assignment and grade the students on their assigned sprites, having them hand the graphics in. Afterwards hand the sprites out all as one package.0

 

Next show them how to make each of the main(playable) characters and their classes(if necessary).

Decide whether or not to have battles, if so it may be a good idea to have all the battle info pre-balanced and simply tell them what to add in for their stats.

Remember to setup what their classes can and can not equip.

 

Have each student make minimum 1 playable character, to test what you showed them.

 

F. Enemies

Depending on what battle style(script if any) you are using you may be able to use sprites as your enemies.

If not then you may be limited to the stock enemy battlers, or resources you find.

In any event you will need at minimum the main protagonist and henchmen etc, and most likely a few tiers of bad guys for random encounters.

Again like the character making you can assign groups and have them create and design 1-3 monsters each using the RTP graphics, having them all turn them in and hand them out as a pack to be imported.

Remember to remind them of the color shift option so they have 'more' choices.

 

 

E.Eventing

Remember to teach them to name EVERY event, as this saves time and effort when making story events later with commands that control other events.

 

(Basic)

Have a list of all the npcs and their locations(specific or generic, depending on which npc) that need to be created, and get the students to make each one as an event in their correct location.

 

(Moderate)

-Show them/design with them, a door to be used as your standard house door, do the same for a city to map door(teleport), and a stairs door(teleport).

Have a list you have made up of all the places they need to put each one.

Give them the amount of time you think is appropriate based on your lesson plan creation, then when everyone is done or sufficient time has passed, go through a test walk with everyone.(possibly create a speed walk item, so everyone can walk fast)

 

-Show them how to make dialogue boxes, and automated movement patterns, and have then add them to their NPCs.

 

(Advanced)

-Show the students how to make some simple mini quests:

a conditional branch where item is in inventory,

a conditional branch controlled by a variable that is escalated as a series of small tasks are completed.

a quest that once complete triggers a switch that permanently turns off another quest, and vise versa.

an information quest, a show choices option with other show choices options inside, self switches on wrong answer.

 

Have them make minimum 2(or all) of the given mini quest examples and put them in their game.

 

-Start the main eventing for the story.

I suggest auto events that trigger and control the other events based on one variable that continually escalates as the story requirements are met.

This will be the last part of the game and should be done as an entire class together, and I would think will be the longest part to do.

Make sure to have break stop points to test and make sure every ones stuff is working correctly.

 

 

 

IDEAS/TIPS:

 

 

-Alot of the data entry stuff, like the item/equipment stats, player stats, enemy stats, item/equipment cost, enemy exp reward, etc etc, (the balancing stuff) should probably be done before hand and already added into the game you give them to start on. Then name everything like sword 1, sword 2, item 1, 2 etc. and have them name everything themselves, another area to grade them on.

 

-Have the students assign a play tester friend(or two) to themselves|(or you assign), this person can act as a tester during testing phases, and as a final test of the project.

Assign them sheets to fill out at the end when testing the final product game of one of their piers.

You of course will still have to look over their final product, but this will give you a rough idea of how well it was made.

Make sure to include a grade section in their final grade for tester, telling them this will ensure they proper test and grade their class mate(s).

 

-Have work sessions with no goal, so students can catch up on stuff, or touch up stuff, etc.

 

-When creating things such as, doors, story events, maps etc. you can either have the students pic sounds effects/music effects on their own or pick together as a group. Depending on the choice you can test either group cooperation or individual creativity.

 

-you will need to decided whether or not you want to use status effects and elements when doing battle(if any), and then if so teach the students how to do this in the item making section.

 

-When showing to them how to use the program, check out youtube etc for some guides, you may get some valuable tips to share with them.

 

 

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