Mission Maker: The Design Cycle

You have seen how you can define individual components of a game using flowcharts. To create a game in Mission Maker you should follow the design cycle. This can be summarised in four phases of development (see here) or expanded into seven sections as follows:

Producing a product as large and complex as a computer game requires a lot of thought and planning before implementation can begin. Game creation also requires a lot of attention to detail and rigorous testing before a product can be declared ready for use. There should also be documentation of the game with instructions on how to install it and a user guide to get people started or to offer hints for the difficult puzzles you have included.

Exam-based project work will require you to demonstrate a structured approach to problem solving and the use of analysis and design techniques before you begin the implementation. In ICT examinations project work is judged by documentation and evidence that something works, not by running the project itself.

Most problems are complex and require lots of thought, analysis and planning before their implementation or realisation can begin. You wouldn't consider building a car or a house without thinking, analysing and designing it first. Treat software problems like game design in the same way and you will be rewarded with a better product and a greater sense of satisfaction when you complete it.

Familiarisation

On the other hand you can't design something until you are completely familiar with the materials that make up the product. You need to go through a number of preparatory exercises before you can commit yourself to a major project, learning how materials behave and how to manipulate them to the the ends you desire. Computer programming requires a considerable amount of learning and training before you are ready to design and build a major program and materials like wood, plastic and metal require a similar period of familiarity.

It's exactly the same with MissionMaker, you need a period of exploration to learn the features of the software so that you can use the resources available in a strategic manner to create a satisfactory product. When you are familiar with the features of the game you should take a more strategic view of the software, sit down and do some serious analysis and design so that you can produce a game that others want to play and enjoy. This is the difference between playing and designing: in one you have pure, selfish fun, in the other you take on the responsibility of creating fun and excitement for others. Creating fun for others is a serious business; have fun while you do it but be sure to create something worthwhile that others will enjoy too.

Ideas and Inspiration

You need to have an initial idea for your game. This may come to you by exploring the game environment, as a result of discussion with a group of people ('brain storming'), as a result of thinking about a design on paper or as a sudden flash of inspiration when doing something else. In 'real-world' ICT problems arise through the operation of current systems, for example an order system that becomes overloaded, a shop checkout that can't cope with the volume of customers, a design department that doesn't use the latest technology. In Mission Maker the world is imaginary and you must think up problems and solutions for yourself, though they may be based on external ideas from literature or politics.

Your inspiration for a game might come from an existing game, from a text such as a novel, from a film or from your own imagination.

Genre

Your game will probably be based on a particular environment and style of game play, which is often referred to as genre. Genre criticism has probably been borrowed from writings about film and cinema where the genres identified include westerns, horror, detectives, drama, historical, and so on. Computer game genres can be found by looking at a game store web site where the various games are grouped under headings such as driving, platform, role-play, simulation, etc. You might decide to mix locations and genres in your game but you should do this by making a conscious decision rather than simply dragging tiles at random.

Analysis

After your initial idea you need to work through it and develop it using techniques such as a structure diagram or descriptive text. You need to answer questions like what the purpose of the game will be (the mission). A graphical technique is useful for developing the branches that your game will inevitably involve.

Details

Design

The design stage is where you work out in detail how the various parts of the game will fit together so that you can proceed seamlessly to the implementation stage.

Implement

It is always tempting to skip over the previous stages and begin with implementation, blasting away at a project until you have knocked together something satisfactory. By analysing and designing first you will ensure that your game product has a more sharply defined purpose and the

Test

 Before you sign off a project and declare it finished you should test it thoroughly. Software is subject to 'alpha testing' by the programmer or close associates and 'beta testing' by external volunteers. Thorough testing means drawing up a test plan that covers all aspects of the game that you think need testing. Each test should have test data, a scenario, an expected outcome and confirmation of the actual outcome. When testing is complete and it has been demonstrated that the product works then you can unleash it on the world outside. Not testing

Review

After publication you should review your game and look for ways in which it could be improved. Software is well known for the versions that products go through, the result of fixing bugs and reacting to user suggestions.

Amend

You may make small amendments or plan a completely new version of your game. Software is very flexible and it may take many cycles of the design process before you produce something you are completely happy with - and this may never happen!

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