Python - Arcade Game Development - Regular Course Syllabus
Python - Arcade Game Development - Regular Course Syllabus
Course Description
Python: Arcade Game Development is a course where students continue to learn Python
programming. They develop their skills and knowledge about new programming concepts, such
as objects, modules, events, creating and designing game maps, and apply it into their own
projects. Students will use Arcade libraries to create their own projects and to code Arcade
Games.
Course Objectives
Students learn:
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Lessons overview
Term I
1. Class and Method - At the beginning, students learn about the basic concepts of classes
and objects. Classes provide a means of bundling data and functionality together. This is
useful for learning Arcade because everything is object oriented.
2. Inheritance - Students learn more about object-oriented programming concepts. They
learn with real-world object approach and implement into the program. For example, every
parent has a child. Parents pass properties (properties - methods and attributes) to their
children.
3. Python Arcade Library - Students learn the concept of packages and modularity within the
program by installing the Arcade library using PIP..
4. Movement & Sound - Students learn how to use Arcade to move objects (with keyboard
and mouse) and play sounds (such as mp3 files).
5. Collision - Students learn how to use collisions to detect the touch of an object with
another object. They also learn about the physics engine. This feature is used to apply the
laws of physics in the game world.
6. Score System - Students learn how to create a scoring system. They will make this system
based on the game made.For example, if we hit something, the player's score will decrease.
7. Game Maps - Students will learn how to design maps in the game. They will use the Tile
Maps software to integrate assets into the project to form a game map..
8. Integrating Tilemap and Game - Students continue the previous lesson. Here they will
integrate the maps they created for use in their Python code so that their games can
implement those maps.
9. Plan and Designing Game - Here students will learn how to implement all assets into
programming to create views of the games they make.
10. Add Game Logic - After students studied in the previous lesson, here they will add game
logic. This logic contains the attributes and methods required for the game.
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Term II
11. Game Screen - In this lesson the students will learn how to create the game screen. The
game screen that students learn is to make a transition screen use trigger.
12. Work with Game Window - Continuing from the previous lesson, after students have
prepared all the necessary assets and created a Tilemap and Arcade project, students will
work with Window.
13. Character Movement & Collision - In this lesson, students will apply character movement
to move a character. In addition, they will also add collisions to prevent characters from
leaving the game arena. Collision can be used to interact with other objects.
14. Interact with Objects - Because students have learned the concept of collision, here they
will learn how to interact with other objects. This interaction will generate a score that they
can use to collect points or anything like a score, for example.
15. Obstacles - Here students continue the previous game project. Students will add enemies
and find out how to make an animation and enemy movement.
16. Personal Project Platformers I - Students create their own personal project using what they
have learned to create platformers games. In this project the students will design their
project
17. Personal Project Platformers II - Students will continue the personal project to convert
their design from the previous lesson and will continue to create the player movement and
collision.
18. Personal Project Platformers III - Students will continue the personal project to Create the
score and lives for the player and continue learning to create the scrolling screen and limit
edge screen for the player.
19. Personal Project Platformers IV - Students will continue the personal project and learn
how to create the player movement with the boundaries.
20. Presentation - Students present what they have done during the course in the form of a
project to their parents.
If necessary, the information above is subject to change based on Koding Next Education Department’s
decisions and updates.
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