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Breen - Designing Digital Games

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Breen Designing Digital Games
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Designing Digital Games: summary, description and annotation

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Introduction: all about Scratch -- Project 1: design a classic videogame -- Project 2: supersnake -- Project 3: a-maze-ing game -- Project 4: attacking the clones -- Author notes.;Is your child a designer at heart? Help them apply their design skills to video game design using Scratch and this book! This book introduces simple programming concepts over the course of three projects a child can follow to create a video game. The projects use the free Scratch platform, which can be downloaded from the web or accessed in a browser.

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DESIGNING DIGITAL GAMES Published by John Wiley Sons Inc 111 River - photo 1

DESIGNING DIGITAL GAMES Published by John Wiley Sons Inc 111 River - photo 2

DESIGNING DIGITAL GAMES

Published by
John Wiley & Sons, Inc.
111 River Street
Hoboken, NJ 07030-5774

www.wiley.com

Copyright 2016 by John Wiley & Sons, Inc., Hoboken, NJ

Published simultaneously in Canada

No part of this publication may be reproduced, stored in a retrieval system or transmitted in any form or by any means, electronic, mechanical, photocopying, recording, scanning or otherwise, except as permitted under Sections 107 or 108 of the 1976 United States Copyright Act, without the prior written permission of the Publisher. Requests to the Publisher for permission should be addressed to the Permissions Department, John Wiley & Sons, Inc., 111 River Street, Hoboken, NJ 07030, (201) 748-6011, fax (201) 748-6008, or online at http://www.wiley.com/go/permissions .

Trademarks: Wiley, For Dummies, the Dummies Kid logo, Dummies.com, and related trade dress are trademarks or registered trademarks of John Wiley & Sons, Inc. and may not be used without written permission. Scratch is developed by the Lifelong Kindergarten Group at the MIT Media Lab. See www.scratch.mit.edu . Project figures, illustrations and Scratch projects: Copyright 2015 by Derek Breen. All other trademarks are the property of their respective owners. John Wiley & Sons, Inc. is not associated with any product or vendor mentioned in this book.

LIMIT OF LIABILITY/DISCLAIMER OF WARRANTY: THE PUBLISHER AND THE AUTHOR MAKE NO REPRESENTATIONS OR WARRANTIES WITH RESPECT TO THE ACCURACY OR COMPLETENESS OF THE CONTENTS OF THIS WORK AND SPECIFICALLY DISCLAIM ALL WARRANTIES, INCLUDING WITHOUT LIMITATION WARRANTIES OF FITNESS FOR A PARTICULAR PURPOSE. NO WARRANTY MAY BE CREATED OR EXTENDED BY SALES OR PROMOTIONAL MATERIALS. THE ADVICE AND STRATEGIES CONTAINED HEREIN MAY NOT BE SUITABLE FOR EVERY SITUATION. THIS WORK IS SOLD WITH THE UNDERSTANDING THAT THE PUBLISHER IS NOT ENGAGED IN RENDERING LEGAL, ACCOUNTING, OR OTHER PROFESSIONAL SERVICES. IF PROFESSIONAL ASSISTANCE IS REQUIRED, THE SERVICES OF A COMPETENT PROFESSIONAL PERSON SHOULD BE SOUGHT. NEITHER THE PUBLISHER NOR THE AUTHOR SHALL BE LIABLE FOR DAMAGES ARISING HEREFROM. THE FACT THAT AN ORGANIZATION OR WEBSITE IS REFERRED TO IN THIS WORK AS A CITATION AND/OR A POTENTIAL SOURCE OF FURTHER INFORMATION DOES NOT MEAN THAT THE AUTHOR OR THE PUBLISHER ENDORSES THE INFORMATION THE ORGANIZATION OR WEBSITE MAY PROVIDE OR RECOMMENDATIONS IT MAY MAKE. FURTHER, READERS SHOULD BE AWARE THAT INTERNET WEBSITES LISTED IN THIS WORK MAY HAVE CHANGED OR DISAPPEARED BETWEEN WHEN THIS WORK WAS WRITTEN AND WHEN IT IS READ.

For general information on our other products and services, please contact our Customer Care Department within the U.S. at 877-762-2974, outside the U.S. at 317-572-3993, or fax 317-572-4002. For technical support, please visit www.wiley.com/techsupport .

Wiley publishes in a variety of print and electronic formats and by print-on-demand. Some material included with standard print versions of this book may not be included in e-books or in print-on-demand. If this book refers to media such as a CD or DVD that is not included in the version you purchased, you may download this material at http://booksupport.wiley.com . For more information about Wiley products, visit www.wiley.com .

Library of Congress Control Number: 2016931380

ISBN 978-1-119-17721-0 (pbk); 978-1-119-17722-7 (epdf); 978-1-119-17723-4 (epub)

Designing Digital Games
  1. Table of Contents
Guide
Pages
INTRODUCTION: ALL ABOUT SCRATCH
While many tools out there allow you to create digital games this book focuses - photo 3

While many tools out there allow you to create digital games, this book focuses on Scratch because Scratch is the very best! Just kidding who can say which is the best? Of course, that is just MY opinion. But Scratch is certainly ONE of the best applications for rapidly designing your own videogames, whether you are an 11-year-old boy, an 8-year-old girl or a 45-year-old bald guy.

There is no one right way to start using Scratch, so you can begin with any project in this book. But if you have never used Scratch before, I suggest starting with (which is far less lame than you might think).

Before making your first game, I suggest browsing the online Scratch community ( scratch.mit.edu ) to see the wide variety of game projects people have made using Scratch. Please share your own game when you are finished and be sure to give credit to Derek Breen for the way his AMAZING BOOK made you the proud game designer you are! (Or not.)

Scratch was created for YOU and the designers at the MIT Media Lab had several goals:

  1. Give you powerful software for free.
  2. Make it easy for you to learn.
  3. Allow many different ways for you to use the software.
  4. Enable you to browse/play/remix other projects.
  5. Enable you to share your projects.
  6. Create an online community where you can learn from one another.
ABOUT THIS BOOK

Can I tell you a secret? You know what is more valuable than money? Time! I am being completely honest. You can spend your time all kinds of ways, and once you spend it, just like when you spend ten dollars, you never get it back. Guess what? That goes for me, too. If I am going to spend several months writing about Scratch, then I want to make sure I am producing a book that is genuinely going to help you learn some REALLY cool stuff!

Now let me make a deal with you; if you are willing to invest your time by reading even one project in this book, I will do my very best to get you making an addictive video game ASAP. You will hardly even need to read. Seriously, you can follow along as little or as much as you want and still end up with a KILLER project!

ICONS USED IN THIS BOOK

Designing Digital Games - image 4The Tip icon marks tips and shortcuts that you can use to make coding easier.

Designing Digital Games - image 5The Warning icon tells you to watch out! It marks important information that may save you from scratching your head a ton.

Designing Digital Games - image 6The Remember icon marks concepts youve encountered before and should keep in mind while coding.

Designing Digital Games - image 7The Fun with Math icon describes the everyday math you use while coding computer programs. Finally, you see how that stuff really is used!

Designing Digital Games - image 8The Fun with Code icon describes how the coding youre doing relates to the bigger picture of computer programming.

ACCESS SCRATCH ON YOUR COMPUTER

The easiest way to start using Scratch is to visit section).

Technically, you can use the Scratch website without an account, but you will have to save projects to your computer and then upload them each time you visit the Scratch website to continue working on them. With an account, you can save files online and share projects with other Scratch users.

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