The Prospective Klik & Play Master's Checklist Revision 2 == MAIN ITEMS == Familiarization - See sections below [ ] Understand what all the different object types do(easy) [ ] Familiarize yourself with all the built-in movements (easy) [ ] Familiarize yourself with the different pre-defined animations and how the movements (and Change animation sequence event) trigger them. (easy) [ ] Familiarize yourself with all the important conditions, events, actions (easy - medium) Game Basics [ ] Create a multi-level game (easy) [ ] Create a level with multiple segments based on certain conditions (medium) [ ] Create a game that retains information across levels (medium) Genres - See sections below [ ] Create a multiplayer game (easy - medium) [ ] Create a space shooter "shmup" (easy - medium) [ ] Create a platformer (easy - medium) [ ] Create a puzzle game (medium - hard) [ ] Create a program that isn't a game (medium) [ ] Create a game using some other genre of your choice (varies) Game Extras [ ] Simulate falling precipitation - no need for terrain interaction (easy) [ ] Encounter some glitches in Klik & Play and devise workarounds for them (medium) [ ] Simulate scrolling in Klik & Play (medium - hard, depends on complexity of effect) [ ] Script a timed cutscene (easy) [ ] Script a cutscene with player interaction (easy - medium) [ ] Devise a method of recording short trails from player movement (EG. partner movement in Donkey Kong Country) (medium) Enemy Movement [ ] Create an overhead enemy that chases the player (very easy) [ ] Create an overhead enemy that runs away from the player (easy) [ ] Create a platform enemy that refuses to walk off of ledges (easy - medium) [ ] Create a platform enemy that is able to fall off of ledges - affected by gravity (medium) [ ] Create an enemy that reacts to the player (medium) Custom Movement Systems [ ] Construct your own non-interactive (computer-controlled) movement using the Static movement type (easy - medium) [ ] Construct your own eight-directional movement using the Static movement type - no collision or acceleration (easy - medium) [ ] Construct your own eight-directional movement using the Static movement type - working collision from all sides, uses acceleration (medium - hard) [ ] Construct your own platform movement using the Static movement type (hard) ________________________________________________________________________________ == OBJECT TYPES TO BECOME FAMILIAR WITH == [ ] Active object (easy) [ ] Backdrop object (very easy) [ ] Quick backdrop object (very easy) [ ] Counter object (easy) [ ] Lives object (very easy) [ ] Score object (very easy) [ ] Question and Answer object (easy) == CONDITIONS, EVENTS, AND ACTIONS TO BECOME FAMILIAR WITH == Object-related [ ] Basic built-in movement actions (EG. stopping) for all movements (easy) [ ] Getting and setting an object's position (easy) [ ] Getting and setting an object's direction (easy) [ ] Getting and setting alterable values (easy) [ ] Spreading alterable values (medium) [ ] Animation manipulation - buggy, get familiar with workarounds (medium) [ ] Picking objects by value or at random (medium) [ ] Object's fixed value (medium) [ ] Collision - colliding versus overlapping (easy) General [ ] Start/End of frame / Always / Never (very easy) [ ] Timer events - taboo, consider counters instead (easy) [ ] Only one action when event loops (easy) [ ] Score / Lives / Ignore/Restore player control (very easy) [ ] MIDI and samples (easy) [ ] Player input events and possible workarounds (easy - medium) [ ] Keyboard and mouse input events (easy) [ ] Comparing two values - plus general Expression Editor concepts (easy - medium) [ ] Generating a random value using random() (easy) Workarounds [ ] Using counters in place of timer events (medium) [ ] Using counters to simulate testing for whether a given condition is false (easy - medium) [ ] Using counters to workaround Klik & Play failing at division with negative numbers (medium) == SPECIFIC GOALS FOR EACH GAME GENRE == Multiplayer Game [ ] Objects/characters controlled by multiple players (easy) [ ] Interaction between players (easy - medium) [ ] Win/lose conditions for each player (easy - medium) [ ] Score-keeping, particularly across levels (easy - medium) Space Shooter "SHMUP" Game [ ] Basic ship movement (easy) [ ] Enemy waves (easy - medium) [ ] Boss characters, including attack sequences (medium) [ ] Hitpoints for ship and all enemies/bosses (easy - medium) [ ] Powerups - EG. different weapons, "options", etc. (easy - medium) [ ] Scrolling backdrop/terrain (easy - hard, depends on complexity of effect) Platformer Game [ ] Basic platformer movement (easy) [ ] Level progression (easy) [ ] Collectible items - add to score or affect the player in some way (easy - medium) [ ] Moving platforms that carry the player correctly (medium) [ ] Enemy movement (easy - medium, depends on complexity) [ ] Killing enemies by jumping on them (medium) Puzzle Game - Note: There are many sorts of puzzle games one can make. This will focus on top-down action puzzle games, but feel free to experiment with other types. [ ] Top-down player movement (easy) [ ] Inventory (easy - medium) [ ] Monsters (easy - medium, depends on complexity) [ ] Keys and doors (easy - medium) [ ] Pushing blocks/crates ala Sokoban (medium)