PLECK lesson 79 · suggested week 16, day 4
Build the smallest playable slice
Objective. Integrate input, one challenge and a visible outcome.
Godot Engine Standard desktop editor 4.7.2-stable, GDScript (Godot 4), Compatibility renderer. Headless Godot 4.7.2.stable.official.ed1daf0bf passed 106 assertions on the supplied scaffolds, including malformed JSON saves. Audio used the Dummy driver and a synthetic WAV, not a speaker. The visual editor, browser export, and signed-in submission were not tested. The desk still does not run a student's own upload.
About 55 minutes. The due date is chosen by a parent.
Scope, acceptance criteria, architecture and first playable integration
Suggested pace: Recall and predict 5 min; Read instruction and scaffold 12 min; Build or design the assigned artifact 25 min; Run acceptance tests 8 min; Explain and checkpoint 5 min.
Materials: Godot Standard 4.7.2 desktop editor (GDScript, Compatibility renderer), Local course folder and prior checkpoint, No paid assets or public account required.
Comes after VGC-L078.
A vertical slice is a thin but complete path through the game: launch, act, encounter one challenge, see progress and reach an ending. It is not a polished menu with no gameplay. Start from a copy of your own earlier project or a clean project with the relevant recipes. Replace theme text and layout with original work. Use placeholder shapes. Save a checkpoint once the first slice runs; do not overwrite the only working version while adding features.
Worked example
A minimum one-room collector can be described by one action, one obstacle, visible progress, one ending and restart. Extra rooms are optional until that loop works. Scaffold C-STATES — Explicit game states and gated scoring Setup: Attach to Node root StateLab with child Label Status. This is a standalone demonstrator; call start_round, add_points, finish_round from buttons or Remote Inspector. In a real game the manager owns this state. Additional Player and spawner scripts must also honor the manager’s state, or be disabled when finishing. ```gdscript extends Node enum Phase { TITLE, PLAY, WIN, LOSE } var phase: Phase = Phase.TITLE var score: int = 0 func _ready() -> void: _show() func start_round() -> void: score = 0 phase = Phase.PLAY _show() func add_points(amount: int) -> void: if phase != Phase.PLAY: return score += maxi(amount, 0) _show() func finish_round(won: bool) -> void: if phase != Phase.PLAY: return phase = Phase.WIN if won else Phase.LOSE _show() func _show() -> void: $Status.text = "State: %s | Score: %d" % [Phase.keys()[phase], score] ``` Scaffold C-TESTS — A tiny pure-function test harness Setup: Attach to Node TestLab. If using command line, create a separate SceneTree harness rather than running this Node script with --script. Run current TestLab scene in editor; assert reports a failed condition in Debugger. No external test framework or package is needed. ```gdscript extends Node func bounded_score(old_score: int, change: int) -> int: return clampi(old_score + change, 0, 999) func _ready() -> void: assert(bounded_score(10, 2) == 12) assert(bounded_score(0, -3) == 0) assert(bounded_score(998, 9) == 999) print("3 score checks passed") ```
Explicit game states and gated scoring
GDScript (Godot 4, not Scratch, Python, JavaScript or C#). Scaffold C-STATES. Copy starts from this text. The desk does not run it.
Scene and node setup
Attach to Node root StateLab with child Label Status. This is a standalone demonstrator; call start_round, add_points, finish_round from buttons or Remote Inspector. In a real game the manager owns this state. Additional Player and spawner scripts must also honor the manager’s state, or be disabled when finishing.
extends Node
enum Phase { TITLE, PLAY, WIN, LOSE }
var phase: Phase = Phase.TITLE
var score: int = 0
func _ready() -> void:
_show()
func start_round() -> void:
score = 0
phase = Phase.PLAY
_show()
func add_points(amount: int) -> void:
if phase != Phase.PLAY:
return
score += maxi(amount, 0)
_show()
func finish_round(won: bool) -> void:
if phase != Phase.PLAY:
return
phase = Phase.WIN if won else Phase.LOSE
_show()
func _show() -> void:
$Status.text = "State: %s | Score: %d" % [Phase.keys()[phase], score]
Checks to run in the editor
- Calling add_points before start does not change score.
- After finish_round, extra score events do nothing.
Native Godot 4.7.2.stable.official.ed1daf0bf headless compile and representative node-tree/runtime tests passed; see native-qa-results.json. Visual UI, audible output, exports and website submission still need separate checks.
A tiny pure-function test harness
GDScript (Godot 4, not Scratch, Python, JavaScript or C#). Scaffold C-TESTS. Copy starts from this text. The desk does not run it.
Scene and node setup
Attach to Node TestLab. If using command line, create a separate SceneTree harness rather than running this Node script with --script. Run current TestLab scene in editor; assert reports a failed condition in Debugger. No external test framework or package is needed.
extends Node
func bounded_score(old_score: int, change: int) -> int:
return clampi(old_score + change, 0, 999)
func _ready() -> void:
assert(bounded_score(10, 2) == 12)
assert(bounded_score(0, -3) == 0)
assert(bounded_score(998, 9) == 999)
print("3 score checks passed")
Checks to run in the editor
- All three assertions pass.
- Intentionally change expected 12 to 13 and observe a failure, then restore.
Native Godot 4.7.2.stable.official.ed1daf0bf headless compile and representative node-tree/runtime tests passed; see native-qa-results.json. Visual UI, audible output, exports and website submission still need separate checks.
Build the smallest playable slice — evidence task
- 1. Build one playable route through the minimum loop.
- 2. Run the first four acceptance tests and record actual results.
Deliverable. Midyear vertical-slice source and first test results.
Acceptance checks
- VGC-L079-T1. Input, challenge and feedback work together in one scene.
- VGC-L079-T2. A named working backup exists.
Understanding question. Why call it vertical rather than a list of disconnected systems?
Include a downloadable project ZIP with project.godot, .tscn, .gd and original asset files when code changes. A private, teacher-accessible download link to that ZIP is equivalent. Screenshots or a playthrough do not replace editable source.
If this is still shaky. Choose one earlier genre and one room. Keep one player action, one obstacle type and one goal until the loop works. Start with the first assigned task and re-run its acceptance test before adding the remaining feature.
Optional extra. Propose an optional mechanic but do not build it before the minimum tests pass. Document one changed parameter, your prediction, and the observed effect; optional, not required for completion.
Turn in typed notes and a JPEG, PNG, or WebP screenshot. One https address is stored as text and is not opened, extracted, or run. An MP3, WAV, M4A, MP4, or WebM file up to 4 MB can show a demo. The demo does not replace editable source. Zip and code files are refused. If there is no private link, keep the project on the family computer and review the code in person.
- Your first 2D game
Free public tutorial; no account; external asset download is optional, not used by this course.
· Opening this link does not submit the lesson.
This is a preview. A parent assigns the lesson and chooses the due date after the student is enrolled. The answer key is not on this page.
