Game designers struggle with bringing entertainment alongside their
story or intentions of the game.
For example, take "Angry Birds" and strip it from the need to
use as few birds as possible, what you get is a game that you shoot birds at
pigs blindly. Doesn’t sound much fun, does it?
"Angry Birds" instead
makes you Aim at you're target and thus, when you do it well, you get cool
stuff going on and you get STARS for achieving greatness.
Now, in our game, we wanted a way to measure success. But what is
success in writing code (or dragging and dropping code)? There is no one way to
resolve a problem, although many ways to fail. We could have chosen to measure
the player's success by the quantity of code blocks they use and instruct them
to try and use less. But that is just not enough.
Our solution is the Coin collection system.
Throughout the levels we scattered coins for the players to pick up,
thus enabling two things
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A way to measure success: the
player gets 3 Stars for the level if he picks up all the coins. Plus, we made
it so that the shorter the sequence that made you achieve the goal is shorter,
the more Points you get. To get 3 stars you got to have a minimum amount of
points, but the amount of points made in the level isn’t bound to this minimum.
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A way to bring a challenge.
Now, go ahead, I challenge you to do better. J
Artwork made by Doron, made with the free photo editing program – Gimp2.