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Mapa mental

Item 2: Python Game

Isla Bloomfield Digital Technologies Year 9 Inglês

Conteúdo do mapa

Item 2: Python Game

  1. Success Criteria

    • Your story must have at least 10 different variables in total
      • There must be at least 10 variables in the game
      • The variables have to follow the storyline
      • The variables all have to be different
    • You must have at least two choices for each input (IE. Yes | No, Left | Right, Buy | Sell)
      • The game must be multi choice
      • Choice Input should only be 1 word or 1 phrase
      • The player has to be aware of the options for each choice
    • You must use a WHILE loop
      • One or more WHILE loop must be used in the game’s code
    • You must use variables that match your storyline
      • The variables have to make sense to the context of the story.
      • The variables have to actually be used in the story.
    • Use at least one example of both ASCII and ANSI
      • Both examples must be used correctly and deliberately placed
      • Must be relevant to the story and context of the story
  2. Coding Constructs

    • IF, IF ELSE AND ELIF
      • If and if-else statements are used in Python to perform conditional execution of code. They allow you to specify one or more conditions and depending on whether the conditions are met or not, the code inside the if or if-else block is executed.
        • IF chest = green THEN OUTPUT "You get gold coin" ELSE "You get nothing" ELIF chest = red THEN OUTPUT "You get a shield."
    • Print
      • Print is used to display output on the screen and is used for debugging, user interaction and output formatting.
        • print("Hello world")
    • For loops
      • A FOR loop is used when it is known exactly how many times to go round the loop.
        • FOR index ← 1 TO 10 OUTPUT index NEXT index
    • While loops
      • A WHILE loop is used to repeat while a condition is true or false. These can be used as forever loops where required.
        • SET count TO 0 WHILE count < 5 OUTPUT count count = count + 1 END WHILE
    • INPUT
      • The data that a program receives from the user. It allows users to interact with the program and provide information. Input can take various forms, such as text, numbers, or other data types.
        • For example, the user might be prompted to enter their name, which the program then uses to display a greeting or perform other actions based on the user's input.
    • Variable
      • A variable is a value that can change, or be changed, during the course of a program's execution.
        • x = 5
    • Array
      • Variables are used to store information however a variable can only store one piece of information at a time. An array can be used to store lots of information.
        • backpack = ['water bottle', 'umbrella', 'apple']
  3. Algorithym Constructs

    • Assignment
      • Assignment is storing a value in a variable. In programming the variables are given meaningful names that relate to the data they contain.
        • cakeFlavour = chocolate
    • Iteration
      • Iteration is also called repetition and is used when something is repeated, so anything where the program goes round in a loop. In coding we use FOR and WHILE loops.
        • FOR three steps MOVE forward ENDFOR
    • Selection and Condition
      • A selection statement uses a condition to select which line of the program will be used next. This is another name for IF/ELSE/ELIF statements.
        • IF it's the chest THEN OUTPUT 'You get gold!' ELSE OUTPUT 'Better luck next time'
    • Sequence
      • Sequence refers to a set of instructions that are processed one after the other/ the order of instructions.
        • Sequence example- Put toothpaste on toothbrush, use toothbrush to clean teeth, rinse toothbrush
    • Modularisation
      • Modularisation is used to reduce the complexity of a system by deconstructing it into independent units or modules.
        • FUNCTION delivery_charge CALCULATE totalCost IF (totalCost > $10) THEN OUTPUT ‘no delivery charge’ ELSE OUTPUT ‘$5 delivery charge’ ENDIF OUTPUT ‘thankyou’ END FUNCTION
  4. Existing Text Based Adventure Games

    • Hitchhiker's Guide to the Galaxy
      • The Hitchhiker's Guide to the Galaxy is a 1984 text-based video game co-created by Douglas Adams and Infocom's Steve Meretzky. Players control Arthur Dent as he escapes the destruction of Earth and navigates a bizarre universe using typed text commands. The game is celebrated for its humour, but it is equally famous for its difficulty and complicated puzzles.
        • Strengths
          • Humour- The game is etertaining to read through and play
          • Engaging storyline
        • Weaknesses
          • Complicated puzzles- The game involves many puzzles where missing one small section at the start causes you to be unable to complete the game
          • Time consuming- The game takes a long time and multiple turns to complete as it can only be properly finished through trial and error
          • Extremely specific vocabulary is required otherwise the code doesn't accept the answer.
    • Forests of Lyrica
      • Forest of Lyrica is a text-based fantasy adventure game created by Marco Casavant that serves as a streamlined, web-based throwback to classic interactive fiction. The game drops players into a woodland maze where every step counts. The game requires a player to navigate interconnected room prompts, manage a grid of commands to interact with the environment, and collect items while survival rests entirely on mapping out paths and making logical text decisions.
        • Strengths
          • Pre-prepared action options means the player doesn't have to guess specific phrases or verbs on their own
          • Accessibility- The game is available to be played on a web browser and no apps or software have to be downloaded to play.
          • Split screen design means that the inventory, maps and other player data open while also playing the game
        • Weaknesses
          • Loss of Freedom and Exploration- Because the game presents you with an explicit list of clickable options, it spoils the environment and mystery.
          • The "Link Spamming" Problem: Because the actions are just clickable text links, players stop immersing themselves in the descriptions. Instead of carefully reading the narrative cues, they often start clicking every available link just to see what changes on the screen.
  5. Ideas for Story

    • Add an inventory
      • This would allow the player to keep track of the items and belongings they gain and lose throughout the game
    • Add ASCII representations of characters and important items
      • For important characters and items in the game there would be an ASCII representation, so the player
    • Change to a fantasy escape room theme
      • Stuck on the top floor of a wizard's tower and the player will have to use items from each floor to open doors and travel down through the tower to escape

Informações

Descrição
Year 9 Digital Technologies Mapa Mental sobre Item 2: Python Game, criado por Isla Bloomfield em 14-10-2026.
Criado por
Isla Bloomfield
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