Create shooting game using Perlenspiel Javascript Game Plugin
Question - Worksheet
This worksheet has been created to get you to think about the requirements and best
practices for completing the Perlenspiel Puzzle Assignment. Please answer each of the
following to the best of your abilities:
1.What is the name of your puzzle?
2.Does your puzzle have a theme? If so, what is it? (All puzzles don't need to have
themes. What is the theme of Sudoku, for instance?)
3.
a.Briefly describe the mechanics of your puzzle. What does the player interact with?
What is the goal?
b.Briefly describe an appropriate strategy for the game that isn't brute force. (What's
an approach the player may take to effectively solve the puzzle?) (See Lesson 08)
4.
a.How will the user know how to interact with the puzzle? Is it
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self-explanatory just
by messing around or are instructions needed? How concise are the instructions?
b.Can the player make fulï¬lling progress on the puzzle without completely solving it?
(For instance, with a Rubik's Cube, the player can ï¬nish a side without having
solved the entire puzzle and still feel a sense of progress. With a riddle or trivia, the
player either knows it or does not and cannot make meaningful progress. Again, see
Lesson 08)
5.
a.Do you think the puzzle will be fun for players to solve? Why or why not?
b.Do you think that the puzzle is more challenging enough to be neither trivial nor
confounding to an average player? (See Lesson 7)
6.
a.How many levels does your puzzle have? (Remember that you must have at least
5.)
b.Do the puzzle's levels scale in difï¬culty to keep the player in flow? (See Lessons 7
& 8)
7.What makes the puzzle original? (Just that it is done in Perlenspiel isn't enough!)
Perlenspiel Puzzle Assignment
Game Design 2
Full Sail University
8.Have you playtested? (I sure hope so!) Describe some of the design changes (not
implementation changes, i.e., not bugs) that were caused because of your playtesting.
(See Lesson 12)
9.
a.Did you include all the parts needed to play this (game.html, game.js, /ps/ (if
necessary))?
b.Did you include your name in the zip ï¬le's name? (I.e., HiwillerZack_Puzzle.zip)
c.Did you compress this with zip? (Not RAR, 7Z, TAR, etc.)
d.Does your puzzle use the debug box to either give instructions, debug text, or
display error messages? Hint: it shouldn't!
e.Are there any errors that would keep us from fairly evaluating your puzzle?
Perlenspiel Puzzle Assignment
Game Design 2
Full Sail University
Assignment Instructions
Now we are going to get serious with Perlenspiel. Your task for this assignment is to create
an effective puzzle using Perlenspiel. Use the deï¬nitions we established in the class.
Below are the requirements:
1.You are to deliver an original puzzle using Perlenspiel. Please submit a single zip ï¬le
that contains your game and the worksheet. Do not include any other ï¬les and do not
rename game.html and game.js. The puzzle must be original. You are game designers!
This is what you want to do! The submission should meet the deï¬nition of a puzzle that
we discuss in the class.
2.You must complete the worksheet attached to this assignment and include it with
your zip. It is best to use this worksheet to guide the design of your puzzle.
3.There are types of puzzles that are inherently not interesting in this context. Riddles
and trivia aren't effective because you either know the answer or you do not; there is
no way to work towards a solution. Think of being asked a tough trivia question: what's
the capital of the Seychelles? Without googling, if you don't know the answer, you are
stuck. Now think of a Rubik's cube. Even if you don't know the exact algorithm to
solve it from the start, you can screw around with it and maybe solve a side getting
closer and closer to a solution. You can make fulï¬lling progress. That's what I'm
looking for in a puzzle. Do not make a riddle or trivia puzzle.
4.Your puzzle must be neither trivially easy nor confoundingly difï¬cult for a standard
adult puzzle-player. The tools to solve it must exist in the game itself. The player
shouldn’t have to read the designer’s mind to solve the puzzle. It must be reasonably
clear what the player’s goal is and what he needs to manipulate in order to pursue that
goal.
5.The simplest method to solving your puzzle cannot be to use "brute force". For
instance, if you were making a game where you had to click a speciï¬c bead, if the only
way to solve the puzzle was to simply click every bead until you ï¬nd the right one or
you got lucky, this would be an application of brute force. Your puzzle must require
some sort of reasoned intellectual effort to transition from unsolved to solved. It is
common for students to submit mazes as their puzzles, but these fail the brute force
Perlenspiel Puzzle Assignment
Game Design 2
Full Sail University
test. The player simply tries every combination of turns until he ï¬nds the solution. Do
not make a maze.
6.Your puzzle concept must have more than four "levels". For instance, if you were
making a copy of Light’s Out (don’t, it wouldn’t be original), you would want a way to
include at least ï¬ve different board setups for the player to progress through ranging
from easy to difï¬cult. These levels must scale in difï¬culty. Additionally, your puzzle
must have a "reset" functionality that allows the puzzle to be started over. The player
should not have to refresh the browser to start over.
7.Your puzzle must be complete and reasonably bug-free. Any notes in code about
unï¬nished features will be ignored. We cannot evaluate intentions.
8.Your puzzle must not have any directions other than what is displayed in the StatusText
ï¬eld. This ï¬eld is very limited. Do not make a many-page tutorial served 25 characters
at a time. You may have one screen that shows text instructions. Think outside using
explicit directions. There must be no text in the debug window.
9.Your puzzle must have been playtested by at least three playtesters. I cannot verify that
you playtested with three or more, but I can verify obvious mistakes that would have
been discovered by impartial playtesters.
10.This should go without saying and is true for all assignments in this class. You may not
plagiarize. If you go onto the Depot (below) or the Perlenspiel website, grab an
example, change a few lines of code to get it to do something different or look
different, that is not completing original work. If I see something that is obviously built
from the Paint or text examples, it will receive a zero and you may be subject to
Conduct Probation. You may use these examples to illustrate how to do certain things,
but do not use them as 90% of your project.
You can ï¬nd successful examples of submission from this assignment at the Spielmatrix
depot we run: http://www.spielmatrix.com
The Japanese have a long tradition of making interesting grid-based logic-puzzles. You
could always use one of those for inspiration, but please don't just make a variant of one
of the puzzles listed here unless it is signiï¬cantly different. Use the following for
inspiration: http://www.brainbashers.com/logicpuzzles.asp
Grading Criteria
Perlenspiel Puzzle Assignment
Game Design 2
Full Sail University
Showstoppers are elements that will cause the assignment to immediately receive a zero.
A showstopper is one or more of the following:
•the work is plagiarized,
•the work is submitted again with few or no changes from a previous attempt,
•the work is largely the class materials without adding signiï¬cant features,
•the work is a “level pack†for someone else’s game,
•the work is using version 3 of the Perlenspiel engine. The student may only use
2.x,
•the work is a reimplementation of something that already exists without
original mechanics,
•the work is not reasonably complete (a disinterested third party would not say
“Yes, this is a complete toy/puzzle/game.â€)
•the work has a bug or bugs keeping it from being fundamentally usable or
complete,
•the work is of subject matter that is forbidden by the assignment instructions,
•the work violates the spirit of the assignment instructions to a signiï¬cant
degree,
•any other criterion forbidden by the instructor or Full Sail University.
Otherwise, the student’s grade is based on the following:
Perlenspiel Puzzle Assignment
Game Design 2
Full Sail University
CriterionSuperiorSatisfactoryUnacceptableThe puzzle is based on an original
mechanic that allows a player to make
fulï¬lling progress before solving. The
puzzle requires strategic effort to solve.
Up to 25 ptsUp to 20 pts0 pts
The puzzle is neither trivial nor
confounding. It contains at least ï¬ve levels
which scale in difï¬culty. It is deterministic
once shown to the player.
Up to 15 ptsUp to 10 pts0 pts
The puzzle is “user-friendlyâ€. It provides the
player with everything needed to
understand interaction with it. It contains
no obvious errors that would have been
caught from playtesting. It has reset
functionality, if needed.
Up to 15 ptsUp to 10 pts0 pts
The puzzle is interesting, clever, and/or fun-
to-play.Up to 15 ptsUp to 10 pts0 ptsThe puzzle does not use the Debug Box for
instructions, does not have errors that affect
gameplay, and the student did not break
any minor submission rules.
Up to 15 ptsUp to 10 pts0 pts
The student submitted the required
worksheet with reasoned, thoughtful, and
accurate answers.
Up to 15 ptsUp to 10 pts0 pts
Up to 100 ptsUp to 70 pts0 pts
Perlenspiel Puzzle Assignment
Game Design 2
Full Sail University ...Read Less
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