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Mindmap

Text based adventure game - Digi tech assessment

Sara SIM Englisch

Inhalt der Mindmap

Text based adventure game - Digi tech assessment

  1. Success Criteria

    • Self Determined Critiera
      • Must incorporate a musical aspect (specifically violin)
        • Have the violin have a core role in story
        • Address specific features of the violin (such as the bow, strings etc)
    • Your story must have at least 10 different variables in total
      • Must have 10 variables
      • Must have a story
      • Must have different variables
    • You must have at least two choices for each input
      • Have choices for inputs
      • Give variation in choice
      • Have at least two choices for input
    • You must use a WHILE loop
      • Include a WHILE loop
    • You must use variables that match your storyline
      • Use story specific vocabulary
      • Modify variables based on events and reflect consequences immediately
      • Data type must fit what they are measuring
  2. Exisiting Text Based Adventure Games

    • Fallen London
      • A gothic, text-based role-playing game set in an alternate London that was stolen by bats and dragged underground. Players can play as poets or criminals while navigating through devils and cosmic horror.
        • Strengths - offers a game with the unique theme of gothic Victorian culture and has an immersive, deep lore
        • Weakness - complexity of game could lead to players becoming lost or confused
    • 80 Days
      • An interactive text-based adventure game where players must travel around the world in 80 days or less. The game involves players having to manage money and take care off their boss
        • Weakness - having to continuously buy and sell things to fund the trip can feel tedious, and the constant countdown can cause players to feel stressed
        • Strengths - a wide range of options that could lead to an outcome unique and specific to player's choices
  3. Ideas for Story

    • Add emoticons
      • Adding emoticons can enhance the text-based game's visual design, enhance player engagement and serve as a unique element
        • ૮꒰ྀི∩' ᵕ '∩꒱ྀིა
    • Trivia questions to complete game
      • Trivia questions could make the game more interactive and engaging for the playeres
        • E.g: When was the first violin invented? a) around 1550 b) around 1870 c) around 1430
    • Have life/health counter
      • Could increase the stakes of the game and make it more exciting
        • e.g: III (three lives)
  4. Algorithm constructs

    • Sequence
      • The order in which code runs, moving from top to bottom. The computer reads and follows each command one by one in that exact sequence.
        • DECLARE count SET count TO 1 OUTPUT the value of count
    • Selection
      • Runs different lines of code depending on whether a statement is true or false
        • CALCULATE totalCost IF (totalCost > $10) THEN OUTPUT 'no delivery charge' ELSE OUTPUT '$5 delivery charge' ENDIF OUTPUT 'thankyou'
    • Iteration
      • Tool used to repeat a set of instructions until a condition is met
        • Print the numbers 1 to 5 FOR counter = 1 TO 5 OUTPUT counter NEXT counter
    • Assignment
      • Storing a value inside a variable
        • DECLARE studentName SET studentName TO Bob
    • Condition
      • A decision-making tool that tests whether a statement is true or false, running specific blocks of code only if the condition is ment
        • CALCULATE totalCost IF (totalCost > $10) THEN OUTPUT 'no delivery charge' ELSE OUTPUT '$5 delivery charge' ENDIF OUTPUT 'thankyou'
  5. Coding Constructs

    • FOR loops
      • Repeats a set of inner blocks for a specific number of times
        • DECLARE count SET count TO 0 FOR count = 1 to 10 OUTPUT count END FOR OUTPUT ‘finished’
    • ELIF
      • Stands for 'else if' and is used in conditional statements to check multiple, sequential conditions
    • IF / ELSE
      • Evaluates a condition as true or false to determine which commands to execute
        • IF score >= 60 THEN OUTPUT "You passed the exam." ELSE OUTPUT "You failed the exam." ENDIF
    • Variable
      • A symbolic name that acts as a pointer to a value stored in the computer's memory
    • IS EQUAL TO
      • Compares two pieces of data to check whether they are identical, and triggers a 'true' signal to run a specific code if both sides are equal
        • START SET num1 = 12 SET num2 = 30 SET total = num1 + num2 PRINT "The total is ", total END
    • START
      • Triggers execution of all connected blocks underneath it when program gets run
    • THEN
      • Acts as a conditional trigger that only does a certain actions when a specific rule or condition is met. If the rule is true, the program executes the blocks inside the "then" section
    • STOP
      • A command to stop code execution
        • START INPUT num1 INPUT num2 sum ← num1 + num2 OUTPUT sum STOP
    • WHILE
      • A conditional loop that runs as long as a specific rule remains true
        • DECLARE count SET count TO 0 WHILE (there are items in a pile) ADD 1 TO count END WHILE OUTPUT the number of items

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Mindmap am Text based adventure game - Digi tech assessment, erstellt von Sara SIM am 14/10/2026.
Erstellt von
Sara SIM
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