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AO6


Map Out A Detailed
  Walkthrough
    Sequence
AO6 asks you to demonstrate the playability of your
  game by writing a walkthrough for a short section.

It also asks you to demonstrate some other visual ideas
about your game concept by storyboarding a sequence
     – a cut scene – and by identifying and writing a
              walkthrough for a bonus game

 As a part of this you are also going to finish work on
  AO5 by choosing a brief sequence and describing
clearly how you would use your control mechanism to
 play that sequence and how the game's output would
                 work for that sequence.
So you are going to...

● Write a walkthrough for a short sequence of your
game
●Storyboard a cut scene which would fit with your

walkthrough sequence
●Design a bonus game that would fit within your

walkthrough sequence and write a walkthrough for the
bonus game
●Chose a short sequence of your walkthrough and, for

AO5, describe the use of your control mechanism and
response of the game screen and sound
Write a walkthrough for a short
             sequence of your game
●Think of this as a 'cheat' guide that you might look up online for a level you just
can't get through
●It should be detailed and specific enough to describe clearly how you get


through the level
●It should set out at the beginning objectives to be achieved in the level by using


the walkthrough
●It should be comprehensive – it should help you achieve everything in the


sequence– find every gold piece, every energy boost, every ammunition dump...
●It's not a set of instructions for a Game Tester – it doesn't need to check the


workable physics of every pixel on the screen– and it doesn't need to be precise
about using the control mechanism unless that is absolutely necessary (and
sometimes it might be)
●It should be for a complete 'task' – not a whole level but, for example, getting


from A to B and getting through the fight/race/maze when you get to B
Storyboard a cut scene that fits within
          your walkthrough
* You need a cut scene that fits with your
walkthrough sequence
* This could be a standard 'success' or 'failure' cut
scene that might turn up at any time in the game
but that fits here, or something more specific
* Use a standard Storyboard form (available from
me) and work on 6 to 12 frames. Remember to
think about sound as well as images
Design a bonus game to fit in your walkthrough
     sequence and write a walkthrough for it too

●Your bonus game could be in the style of your main
game or could be completely different – a self-contained
flash game?
●It should fit into the narrative of the scene – for


example, you have to play a screen of a platform game on
a computer in a locked room in order to learn a password
to open a door and get out of the room
●You can write a walkthrough for anything – PacMan and


Space Invaders had walkthrough guides back in the day
Show the use of game controller and audio-visual display
       for two short key sequences in your walkthrough

●This task completes AO5 to Distinction level
●The sequences you choose can be brief – 20 seconds of busy


car racing or the killer moves to finish a fight?
●You need to provide the full details of exactly how to use the


controller to achieve the results on screen. Numbered or
bullet-pointed lists would be good here.
● You need to describe, design or draw the game screen for the


sequence.
●You need to describe the audio for the sequence and you


should provide one or more .mp3 files of music or sound
effects that would feature in the sequence.
Presentation


 All of your work need to be posted on
your blog - storyboards and other visual
   designs may need to be scanned.
Assessment
Pass – You identify and define a very simple game interface and control
mechanism for your game, although the underlying concepts may not be fully
grasped.

Merit – You demonstrate a good understanding of interfaces and control
mechanisms, which are well defined.

Distinction – You demonstrate a thorough understanding of interfaces and
control mechanisms incorporating some advanced concepts in Human –
Computer Interaction Design. You produce an excellent interface design and
control mechanics specification for the game.

  The tasks are designed so that if you complete them in
        full you should be working to Distinction

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Ao6 presentation

  • 1. AO6 Map Out A Detailed Walkthrough Sequence
  • 2. AO6 asks you to demonstrate the playability of your game by writing a walkthrough for a short section. It also asks you to demonstrate some other visual ideas about your game concept by storyboarding a sequence – a cut scene – and by identifying and writing a walkthrough for a bonus game As a part of this you are also going to finish work on AO5 by choosing a brief sequence and describing clearly how you would use your control mechanism to play that sequence and how the game's output would work for that sequence.
  • 3. So you are going to... ● Write a walkthrough for a short sequence of your game ●Storyboard a cut scene which would fit with your walkthrough sequence ●Design a bonus game that would fit within your walkthrough sequence and write a walkthrough for the bonus game ●Chose a short sequence of your walkthrough and, for AO5, describe the use of your control mechanism and response of the game screen and sound
  • 4. Write a walkthrough for a short sequence of your game ●Think of this as a 'cheat' guide that you might look up online for a level you just can't get through ●It should be detailed and specific enough to describe clearly how you get through the level ●It should set out at the beginning objectives to be achieved in the level by using the walkthrough ●It should be comprehensive – it should help you achieve everything in the sequence– find every gold piece, every energy boost, every ammunition dump... ●It's not a set of instructions for a Game Tester – it doesn't need to check the workable physics of every pixel on the screen– and it doesn't need to be precise about using the control mechanism unless that is absolutely necessary (and sometimes it might be) ●It should be for a complete 'task' – not a whole level but, for example, getting from A to B and getting through the fight/race/maze when you get to B
  • 5. Storyboard a cut scene that fits within your walkthrough * You need a cut scene that fits with your walkthrough sequence * This could be a standard 'success' or 'failure' cut scene that might turn up at any time in the game but that fits here, or something more specific * Use a standard Storyboard form (available from me) and work on 6 to 12 frames. Remember to think about sound as well as images
  • 6. Design a bonus game to fit in your walkthrough sequence and write a walkthrough for it too ●Your bonus game could be in the style of your main game or could be completely different – a self-contained flash game? ●It should fit into the narrative of the scene – for example, you have to play a screen of a platform game on a computer in a locked room in order to learn a password to open a door and get out of the room ●You can write a walkthrough for anything – PacMan and Space Invaders had walkthrough guides back in the day
  • 7. Show the use of game controller and audio-visual display for two short key sequences in your walkthrough ●This task completes AO5 to Distinction level ●The sequences you choose can be brief – 20 seconds of busy car racing or the killer moves to finish a fight? ●You need to provide the full details of exactly how to use the controller to achieve the results on screen. Numbered or bullet-pointed lists would be good here. ● You need to describe, design or draw the game screen for the sequence. ●You need to describe the audio for the sequence and you should provide one or more .mp3 files of music or sound effects that would feature in the sequence.
  • 8. Presentation All of your work need to be posted on your blog - storyboards and other visual designs may need to be scanned.
  • 9. Assessment Pass – You identify and define a very simple game interface and control mechanism for your game, although the underlying concepts may not be fully grasped. Merit – You demonstrate a good understanding of interfaces and control mechanisms, which are well defined. Distinction – You demonstrate a thorough understanding of interfaces and control mechanisms incorporating some advanced concepts in Human – Computer Interaction Design. You produce an excellent interface design and control mechanics specification for the game. The tasks are designed so that if you complete them in full you should be working to Distinction