The deadline for the first module of DGST101 is coming up and I’m low-key panicking, to be honest. I’ve finally settled on a platform called Scratch which is a 2-D -easy-to-learn, browser software used to make games and other interactive experiences. I know a lot of kids learn to code using it, and I’ve personally used it in high school when making computer games in my programming class.
My game idea is a Pattern-matching game mixed with the game Telephone. The primary objective for the user is to match their response with the original pattern. My spin on it is that as the pattern progresses down the line that the people who said something might move around or the pattern will shift in an unconventional way (such as changing hues or switching to a filtered tone).
This concept will be a challenge to incorporate into Scratch because I haven’t learned how to create randomness and assign variables that can be overwritten in Scratch. I can code it fine, being a comp sci major, but getting it to work on a more code-restricted software like Scratch is proving difficult. The project is due in 3 days, so over the course of the weekend, I’ll be really putting my nose to the grindstone. As of right now, I currently have the UI of the game as well as some beginning interactions set up.
Looking back on my progress I think finding a platform that I could quickly test my central mechanic may have been a better idea upfront versus trying to make my game look nice. I’ve noticed that all (if not most) of the game-making software that the module offers focus on creating the interface first and then adding events. I don’t know if that’s the proper way to go about making games or not. I’m used to coding the central or base mechanics and building up from there, eventually translating it into a visible medium, so I’m not familiar with the process that goes into making a proper video game. I also feel like 2 weeks to create an original game, especially for someone who is not familar with game making or code, will struggle to create a finished or acceptable product by the deadline. Even games that can be play-tested in 10 to 15 minutes take a while to conceptualize, prototype, and polish.
The main thing I’ve had to do for this module is to accept that my final product won’t be my finished version. It won’t be exactly how I want it to be. I keep reminding myself it’s only a prototype of a concept that I can revise and edit later on in my personal time.