Mindmap
text based adventure game
Inhalt der Mindmap
text based adventure game
self-determined criteria
- must be based on bank heist
- must resemble a bank and how it would be to rob one
- allow the player to rob the bank
- either sneak in or go through the front
- must be an action type game
- must be fun and entertaining
- resemble the kind of action you would see in a movie
- must attract the viewers attention
- must be based on bank heist
prescribed criteria
- • You must use a WHILE Loop
- must repeatedly ask for players input
- must have variables to track the progress
- must be clear to show when things happen or end
- • Your story must have at least 10 different variables in total
- display the story and capture player choices
- statements to determine the next scene
- choices that create different options branching the storyline
- • You must use variables that match your storyline
- they must resemble what the topic is
- making the variables intertwine with topic making the code flow but also keeping the game making sense
- use variable names that reflect the games setting
- • You must have at least two choices for each input. IE. Yes | No, Left | Right, Buy | Sell
- have the game ask the player what they want to do
- must give the player their own choice and not force them down certain paths
- change the outcome depending on either yes or no
- • You must use a WHILE Loop
coding constructs
- sequence
- it refers to a specific order of instructions for the game to follow
- for example putting multiple commadns back to back (open bag, take book out, take laptop out, close bag
- it refers to a specific order of instructions for the game to follow
- while loops
- repeatedly executes a block of code as long as a specified condition evaluates to true.
- while i <= 5: # loop runs while this condition is True print(i) i += 1 # increment to avoid infinite loop print("Loop finished!")
- repeatedly executes a block of code as long as a specified condition evaluates to true.
- sequence
algorithm constructs
- modularisation
- Modularisation in coding is the practice of breaking a complex program into smaller, self-contained units called modules, where each module is responsible for a specific part of the program’s functionality.
- Writing function definitions in .c files. Declaring function prototypes in .h header files.
- Modularisation in coding is the practice of breaking a complex program into smaller, self-contained units called modules, where each module is responsible for a specific part of the program’s functionality.
- iteration
- refers to the process of repeatedly executing a block of code until a certain condition is met or for a specified number of times. This repetition is typically achieved using loops, which are control flow structures that automate repetitive tasks, making programs shorter, more efficient, and easier to maintain
- Summing numbers in a list. Processing user input until valid data is entered. Running game loops or simulations.
- refers to the process of repeatedly executing a block of code until a certain condition is met or for a specified number of times. This repetition is typically achieved using loops, which are control flow structures that automate repetitive tasks, making programs shorter, more efficient, and easier to maintain
- selection and condition
- condition is a logical expression that evaluates to either true or false. It is used to decide whether a certain block of code should run. Without selection, programs would run in a straight line without making decisions. Selection allows different code paths depending on the situation.
- age >= 18 → true if age is 18 or more
- condition is a logical expression that evaluates to either true or false. It is used to decide whether a certain block of code should run. Without selection, programs would run in a straight line without making decisions. Selection allows different code paths depending on the situation.
- assignment
- a fundamental concept in programming that involves giving a value to a variable. It allows you to store data in a specific location in memory, which can be referenced and modified throughout the program.
- Basic Assignment: x = 10 assigns the value 10 to the variable x. Updating Values: x += 5 is a shorthand for x = x + 5, which increases the value of x by 5
- a fundamental concept in programming that involves giving a value to a variable. It allows you to store data in a specific location in memory, which can be referenced and modified throughout the program.
- sequence
- the arrangement of instructions in a program so that each step is executed in a logical, predetermined order
- x = 5 runs first. y = x + 3 runs second, using the value of x. print(...) runs last, showing the result.
- the arrangement of instructions in a program so that each step is executed in a logical, predetermined order
- modularisation
existing text based adventure game
- hitch hikers guide to the galaxy
- challenging puzzles, quirky humor, and frequent references to the books and radio series. Players read textual descriptions of locations, objects, and events, and input commands such as “take towel” or “open door” to interact with the environment.
- strengths: subversion of genre tropes, deep integration of the lore, good puzzle designs
- weaknesses: nearly impossible without trial and error, dead ends and soft locks, inventory limits, internal player hostility
- challenging puzzles, quirky humor, and frequent references to the books and radio series. Players read textual descriptions of locations, objects, and events, and input commands such as “take towel” or “open door” to interact with the environment.
- forests of lyrica
- game where players explore a 4x4 grid map, interact with magical beings and objects, solve riddles, and work toward completing quests such as defeating a dragon.
- strengths: teachable logic, low system requirements, encourages imagination, user friendly commands
- weaknesses: navigation bugs, syntax errors, linear storyline
- game where players explore a 4x4 grid map, interact with magical beings and objects, solve riddles, and work toward completing quests such as defeating a dragon.
- hitch hikers guide to the galaxy
ideas for story
- have a player name
- allow the player to insert a name at the start which can be used throughout the code
- .") playername =input ("enter your thief name: ")
- allow the player to insert a name at the start which can be used throughout the code
- action story
- The game will include an action theme that will make it fun and inteesting
- the game will have parts where you have to choose to fight or surrender
- The game will include an action theme that will make it fun and inteesting
- have it so there is a split in the path
- taking a certain path will give you more options that can spilt until you win or loose
- this would allow the player to choose whta happens and where they go during the game making it fastwer or shorter
- taking a certain path will give you more options that can spilt until you win or loose
- have a player name
Informationen
- Beschreibung
- Mindmap am text based adventure game, erstellt von Daithi Gallagher am 22/04/2026.
- Erstellt von
- Daithi Gallagher
- Aufrufe
- 0
- Bewertung