Module 6 - Space Shooter Game Development, part 6.3 - Advanced features and effects (5 cr)
Code: AV00EV25-3002
General information
Timing
01.01.2025 - 31.12.2025
Number of ECTS credits allocated
5 op
Virtual portion
5 op
Mode of delivery
Distance learning
Unit
Open UAS and Continuing education
Campus
Ecampus
Teaching languages
- English
Degree programmes
- Open University of Applied Sciences
Teacher in charge
Teemu Saarelainen
Objective
This is the third module for you to develop a full video game, a space shooter, from the very beginning to the full working game.
In this module you will apply advanced techniques required to correctly polish, bug-fix and build your game development project.
Content
Teaching set Part 1
In this part you'll learn the best practices to implement an advanced movement system in your game: pattern editor, spline movement, time tracking and many more! You'll also improve your knowledge about different rotation styles and how to create "homing" movement.
Teaching set Part 2
In this part you'll learn how to create and spawn pick-ups, how to add coins and how to implement a working HUD in your game. You will also be working on a new craft collision system and you'll be introduced to the Chaining system.
Teaching set Part 3
In this part you'll learn about animation states, the 2D physics system and how to improve the score display. You will also be implementing your first cheat and a basic form of AI with enemy rules.
Teaching set Part 4
In this part you'll learn how to implement a simple audio system by using mixers and adding music and sound effects to your game! You will also introduce the crucial 'save game' feature by creating a true save state system.
Teaching set Part 5
In this part you'll learn how to implement advanced features and improve the overall 'quality of life' in your game! You'll do this by giving importance to color codes in your game and using layered graphics. You will also be guided through the very final stages of the project development, such as how to clean up the code, and how to correctly produce an executable by leveraging the build options.
Evaluation scale
Approved/Failed