Use the resources folder on the right hand side: ‘MEDIA RESOURCES’ google drive - add this to your Drive
This page is in 3 parts: Sensing, Broadcasting and Building.
1. Sensing
Curiosity, our mars rover, needs to collect rock samples to take back and analyse. To do this, it has to know what to collect and what to avoid. Then, give you points based on what you hit or collect.
Here is some help on how to create a sensing block and the movement needed for your Mars Rover.
Follow this clip from Mr. Proctor and make the mars rover touch the rock samples. The rock samples should disappear and reappear in another location.
2. Broadcasting
This is a way to reload your entire game from the beginning. This is what is called a 'splash screen'. A splash screen is an introduction to your game. Usually you have a theme tune to go with it too. :)
Learn how to broadcast here by following this instructional.
3. Building
You are now going to start building your game. You have until the end of term to complete this game. Below offers you some guidance on what should go into your game and why.
Use the resources folder if you want, else search for resources online such as images and sounds.
Hit the Scratch symbol in the top right to take you here.
Item | Pseudo Code | Game Feel |
---|---|---|
Sprites | Change costume | Good looks - appeal to the player |
Backdrop | Change backdrop with broadcasts | Good looks - matches the sprites |
Sounds | Sounds matching the actions | not always a soundtrack, match the actions |
Sensing | If touching, then... disappear, score + or - or broadcast an action | some level of expectation from the player |
Broadcasting | If this, then send a signal to other sprites or backdrops to perform an action | If the player does something then a reaction is performed by the game - such as ‘Game Over’ |
Points | If this, then score goes up or down. If a score = 5 then what could happen? | Humans love scores and numbers added to actions. It keeps the game ticking over and the player seeking the next level. |
Timer | Time = 60: Game starts. Time = 30: Battery = 50%. Time = 10: battery = 5% Time = 0: Game Over + broadcast. | The knowledge for the player that there has to be a score before the time equals zero pushes the player to continue to play better and come back to the game. |
Maths | Operations: If score = 5: broadcast to comet to show and move. | Maths and numbers are called absolutes. 1 = 1 no matter where in the world you are. Same with games and code. Players will expect there to be some level of progress in difficulty not from 1 to level 20 in two moves. That progress from a comet traveling at speed of 2 in level 1, will travel at speed of level 4 in level 2. A steady factor each time controlled with maths. |
Randoms | Hide. Go To RANDOM position. Show | The unexpected keeps the player always on the lookout for something to defeat. |
Learning Intention:
Can I code simply in Scratch?
Can I debug broken code?
Can I use a coding Journal?
Success Criteria:
I can code to make sprites detect one another.
I can make remote actions work using broadcasting.
I can import/ copy/ paste evidence of learning into my coding Journal.
I can sort through a list of problems and identify needs and actions.
Teacher's Resources:
Teacher's Google Folder is here.
Media Resources.
You may want a background, sprites or sounds for the beginning of your game which are here.