Course Title: Write and apply scripting language in authoring

Part B: Course Detail

Teaching Period: Term1 2024

Course Code: COSC7404C

Course Title: Write and apply scripting language in authoring

School: 515T Creative Industries

Campus: City Campus

Program: C6173 - Advanced Diploma of Screen and Media (Content Creation and Design)

Course Contact: Nat Bates

Course Contact Phone: +61 3 9925 3326

Course Contact Email: nat.bates@rmit.edu.au


Name and Contact Details of All Other Relevant Staff

Teacher: Suzanne Thomson 
suzanne.thomson@rmit.edu.au 
9925 4815

Program Coordinator: Nat Bates
nat.bates@rmit.edu.au
9925 3326

Nominal Hours: 60

Regardless of the mode of delivery, represent a guide to the relative teaching time and student effort required to successfully achieve a particular competency/module. This may include not only scheduled classes or workplace visits but also the amount of effort required to undertake, evaluate and complete all assessment requirements, including any non-classroom activities.

Pre-requisites and Co-requisites

None

Course Description

This course describes the skills and knowledge required to write and apply scripting language in authoring interactive media products.

 


National Codes, Titles, Elements and Performance Criteria

National Element Code & Title:

CUADIG414 Write and apply scripting language in authoring

Element:

1. Investigate scripting options

Performance Criteria:

1.1 Assess design specifications and identify areas where customised or new scripting languages may be required

1.2 Locate script libraries for pre-written scripts

1.3 Discuss scripting options and confirm compliance with design specifications with required personnel

Element:

2. Write scripts

Performance Criteria:

2.1 Outline control structures and algorithms using pseudo-code and flow charts

2.2 Check objects and assets are in place and identified by labels

2.3 Identify and recommend event handlers

2.4 Write code using correct syntax according to functional requirements

2.5 Identify coding comment requirements and document comments as required

2.6 Confirm code and syntax meet functional requirements using authoring environment as required

2.7 Save code in required format

2.8 Adopt safe ergonomic practices when using screens and keyboards for extended periods of time

Element:

3. Integrate and confirm scripting language

Performance Criteria:

3.1 Integrate selected scripts into authoring environment

3.2 Confirm scripted elements comply with design specifications

3.3 Eliminate or merge redundant code and confirm clean code

Element:

4. Test scripting language

Performance Criteria:

4.1 Conduct tests and confirm routines and scripted elements meet required technical specifications

4.2 Test scripting language for faults and document findings

4.3 Remove faults using standard de-bugging techniques

Element:

5. Evaluate scripting language

Performance Criteria:

5.1 Evaluate process and record decisions in consultation with required personnel

5.2 Archive newly written scripts for future use


Learning Outcomes


On successful completion of this course you will have developed and applied the skills and knowledge required to demonstrate competency in the above elements. 


Details of Learning Activities

This course consists of 2 Units of Competency that are clustered together for delivery and assessment. The other unit of competency in this clustered course is: CUADIG514 Design games

In class learning activities may include, but are not limited to:

• lectures and/or lab work
• teacher directed group activities and projects
• concept development of group and individual projects
• group discussions and class presentations
• peer and teacher feedback
• WIP (work in progress) reviews
• self directed online, library and industry research
• self directed project production work and reflection

Out of class activities may include, but are not limited to:

• maintaining secure daily backups of all assessment and project data to your RMIT OneDrive account
• accessing online tutorial resources
• self directed online, library and industry research
• self directed project production work and reflection
• class excursions to events and locations outside of RMIT


Teaching Schedule

*Please note: While your teacher will cover all the material in this schedule, the weekly order is subject to change depending on class needs and availability of speakers and resources.

 WeekDateTopicAssessment / Learning activities
Week 1  

Session 1: Game theory

Introduction to game theory, genres, payoffs objectives and mechanics. 

Participate in exploring game theory through gameplay. 

Session 2: Game Development

Planning for scripting, learning good debugging habits, and working with ChatGPT. 

 
Week 2  

Session 1:   Game theory

Exploring the role of game literature in game design. 

Session 2:  Game development

Basics of scripting theory, looking at scripting libraries, elements and the role of game engines. 

 
Week 3  

Session 1 : Game theory

Look at the game production processes and understand the role of testing within the game industry. 

Session 2: Game development

Exploring good habits with asset management and learning to write game code. 

 
Week 4  

Session 1: Game Theory

What goes into a Game Design Document (GDD)? Understanding all the elements required and how to develop good documentation. 

Session 2: Game Development

Writing game code, working on creating solid comments and creating error-free code, 

AT1 Part A and Part B due. 
Week 5  

Session 1: Game Theory

Defining a game project and researching suitable outcomes. Exploring concept and level design techniques to create an original game idea. 

Session 2: Game Development

Presenting your game design concept and level design sketches for feedback. Working on ideation techniques to help develop stronger solutions. 

 
Week 6  

Session 1: Game Development

Developing a solid asset management system and game design document (GDD) suitable for game development. 

Session 2: Game Development

Create a game level as a rough draft within the game engine, learning how to create the first stages of a playable prototype.  

 
Week 7  

Session 1 and Session 2: Game Development 

Time dedicated to putting skills to work, and developing a game project. Work on developing a prototype that is suitable for play testing. 

Conducting effective playtesting and acting on feedback.  

 
Week 8  

Session 1 and Session 2: Game Development 

Finalise game prototype and documentation suitable for submission. 

AT1 Part C Due
Week 9  

Session 1 and Session 2: Open Game project 

Defining the game project and researching similar game styles within the industry. 

Working on concept presentation, drafting out level design, and asset organisation. 

 
Week 10   Industry Week   
Week 11  

Session 1 and Session 2:  Open Game project 

Preparing to build game

Organising game assets developing flowcharts, game document (GDD) drafts and playtesting. 

AT2 Part A
Week 12  

Session 1 and Session 2:  Open Game project 

Game prototype development. 

Working on game development, using skills acquired in the game

 
Week 13  

Session 1 and Session 2:  Open Game project 

Playtesting

Conduct playtesting on your game with players, recoding feedback and create an action list. 

AT2 Part B
Week 14  

Session 1 and Session 2

Refine game

Refine game from the action list created from playtesting. 

 
Week 15  

Session 1 and Session 2

Finalise and submit 

Finalise game and related documentation ready. 

AT2 Part C
Week 16  

Session 1 and Session 2

Review


Learning Resources

Prescribed Texts


References


Other Resources


Overview of Assessment

Assessment for this course is ongoing throughout the semester. Your knowledge and understanding of course content is assessed through participation in class exercises, oral/written presentations and through the application of learned skills and insights. Full assessment briefs will be provided and can be found on CANVAS.


Assessment Tasks

Students enrolled in Vocational Education and Training qualifications are assessed for Competency.  To be assessed competent means you have consistently demonstrated the required knowledge and skills at a standard expected in the workplace. To be assessed as Competent in this course, you will need to complete each assessment task to a satisfactory standard. You will receive feedback from the teacher at the conclusion of each assessment task.

 

Assessment 1 Game Design 

In this assessment students will be given a game brief that they will need to code a game to specifications. As this is the first assessment of the subject, students will undergo some research into the scripting/coding and game theory to gain the knowledge needed to develop the game.  Students will be required to complete research, apply practical coding skills to develop game as per specification, evaluate the process and archive their new scripting. 

Due week 8

 

Assessment 2 Game Design and Development

Completing this project allows you to demonstrate that you can follow a set games brief to identify project requirements, research, plan approach, generate multiple concepts, adopt a specific game genre, create game documentation. Once the concept and documentation is finalised students will then script / code prototype, test the prototype and then finalise the game development, producing a game with no errors or faults in the coding.

Due week 15

 

Assessment in this course uses the following grades:

CA - Competency Achieved
NYC - Not Yet Competent
DNS - Did Not Submit


Assessment Matrix

The assessment matrix for this course demonstrates alignment of assessment tasks with the unit of competency. These matrices are available through Program Administration.

Other Information

Please refer to the RMIT student page for extensive information about study support, assessment, extensions, appeals and a range of other matters.

Attendance:
Your learning experience will involve class-based teaching, discussion, demonstration and practical exercises. You are strongly advised to attend all timetabled sessions. This will allow you to engage in the required learning activities, ensuring you the maximum opportunity to complete this course successfully.

Information about your studies:
You can access My Studies through the RMIT website for information about timetables, important dates, assessment dates, results and progress, Canvas etc. https://www.rmit.edu.au/students

Assessment:
Information on assessment including Special consideration, Adjustments to assessment, (eg. applying for an extension of time): https://www.rmit.edu.au/students/student-essentials/assessment-and-exams/assessment

Academic Integrity and Plagiarism:
RMIT University has a strict policy on plagiarism and academic integrity. Please refer to the website for more information on this policy.

Credit Transfer and Recognition of Prior Learning:
Credit transfer is the recognition of previously completed formal learning (an officially accredited qualification).
Recognition of Prior Learning (RPL) is an assessment process that allows you to demonstrate competence using the skills you have gained through experience in the workplace, voluntary work, informal or formal training or other life experiences.
Recognition of Current Competency (RCC) RCC applies only if you have previously successfully demonstrated competence in a unit of competency, and now require to be reassessed to ensure that the competence is being maintained.

Please speak to your teacher if you wish to discuss applying for Credit Transfer, RPL, or RCC for the unit(s) of competency addressed in this course.

 

Course Overview: Access Course Overview

Course Overview: Access Course Overview