Video Game Design and Coding · PLECK lesson

PLECK lesson 162 · suggested week 33, day 2

Replace placeholders with original coherent assets

Objective. Improve presentation without destabilizing rules.

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.

Intentional pacing, original assets, comfort options and feature freeze

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-L161.

Replace only the visuals and sounds needed to make the game understandable. Use original shapes, SVGs, writing and permitted local sounds. Keep physics colliders and authoritative state unchanged unless a mismatch requires an intentional fix. Update the asset-rights table. Compare screenshots before and after to confirm hazards, goals and controls remain readable. More detailed art can reduce clarity if it hides the collision boundary or competes with important feedback.

Worked example

A pacing sequence introduces a rule safely, gives a practice opportunity, then combines it with a familiar challenge. Longer content is not automatically better content. Scaffold C-DRAW — Draw an original geometric actor Setup: Create Node2D root Actor. Attach actor.gd. Save Actor.tscn. A draw command uses coordinates relative to Actor. Set its Position to (200,150) in the Inspector. Change the blue color or white marker to make original art. No imported artwork is needed. ```gdscript extends Node2D func _draw() -> void: draw_circle(Vector2.ZERO, 14.0, Color(0.15, 0.5, 0.9)) draw_line(Vector2(-8, 0), Vector2(8, 0), Color.WHITE, 3.0) ``` Scaffold C-TWEEN — Animate only a visual child Setup: Create Node2D root Visual under a stationary physics actor, attach this script to Visual and keep its parent collider unchanged. Draw a small circle. A Tween interpolates properties over seconds; this is a visual pulse, not a flashing effect. Use modest scale changes and disable it in a reduced-motion setting. ```gdscript extends Node2D var pulse: Tween func _draw() -> void: draw_circle(Vector2.ZERO, 10.0, Color.GOLD) func _ready() -> void: pulse = create_tween().set_loops() pulse.tween_property(self, "scale", Vector2(1.08, 1.08), 0.6) pulse.tween_property(self, "scale", Vector2.ONE, 0.6) func stop_motion() -> void: if pulse != null: pulse.kill() scale = Vector2.ONE ``` Scaffold C-AUDIO — Local audio playback with a reversible mute Setup: Create Control AudioLab with Button Play and CheckButton Mute. Child AudioStreamPlayer Sound: copy the supplied student-support/audio/course-tap.wav into your project audio folder and assign it (or another short original WAV/OGG), autoplay Off, volume_db -12. Attach script to AudioLab. Recording is optional: a teacher-provided original file is equivalent. No microphone or face recording is required and all recording stays private. ```gdscript extends Control func _ready() -> void: $Play.pressed.connect(_play) $Mute.toggled.connect(_mute) func _play() -> void: if not $Mute.button_pressed: $Sound.play() func _mute(enabled: bool) -> void: if enabled: $Sound.stop() ```

Draw an original geometric actor

GDScript (Godot 4, not Scratch, Python, JavaScript or C#). Scaffold C-DRAW. Copy starts from this text. The desk does not run it.

Scene and node setup

Create Node2D root Actor. Attach actor.gd. Save Actor.tscn. A draw command uses coordinates relative to Actor. Set its Position to (200,150) in the Inspector. Change the blue color or white marker to make original art. No imported artwork is needed.

extends Node2D
func _draw() -> void:
    draw_circle(Vector2.ZERO, 14.0, Color(0.15, 0.5, 0.9))
    draw_line(Vector2(-8, 0), Vector2(8, 0), Color.WHITE, 3.0)

Checks to run in the editor

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.

Animate only a visual child

GDScript (Godot 4, not Scratch, Python, JavaScript or C#). Scaffold C-TWEEN. Copy starts from this text. The desk does not run it.

Scene and node setup

Create Node2D root Visual under a stationary physics actor, attach this script to Visual and keep its parent collider unchanged. Draw a small circle. A Tween interpolates properties over seconds; this is a visual pulse, not a flashing effect. Use modest scale changes and disable it in a reduced-motion setting.

extends Node2D
var pulse: Tween
func _draw() -> void:
    draw_circle(Vector2.ZERO, 10.0, Color.GOLD)
func _ready() -> void:
    pulse = create_tween().set_loops()
    pulse.tween_property(self, "scale", Vector2(1.08, 1.08), 0.6)
    pulse.tween_property(self, "scale", Vector2.ONE, 0.6)
func stop_motion() -> void:
    if pulse != null:
        pulse.kill()
    scale = Vector2.ONE

Checks to run in the editor

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.

Local audio playback with a reversible mute

GDScript (Godot 4, not Scratch, Python, JavaScript or C#). Scaffold C-AUDIO. Copy starts from this text. The desk does not run it.

Scene and node setup

Create Control AudioLab with Button Play and CheckButton Mute. Child AudioStreamPlayer Sound: copy the supplied student-support/audio/course-tap.wav into your project audio folder and assign it (or another short original WAV/OGG), autoplay Off, volume_db -12. Attach script to AudioLab. Recording is optional: a teacher-provided original file is equivalent. No microphone or face recording is required and all recording stays private.

extends Control
func _ready() -> void:
    $Play.pressed.connect(_play)
    $Mute.toggled.connect(_mute)
func _play() -> void:
    if not $Mute.button_pressed:
        $Sound.play()
func _mute(enabled: bool) -> void:
    if enabled:
        $Sound.stop()

Checks to run in the editor

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.

Replace placeholders with original coherent assets — evidence task

  1. 1. Replace at least three meaningful placeholders with original or clearly permitted assets.
  2. 2. Audit rights and collision/visual agreement.

Deliverable. Presentation checkpoint, asset credits and comparison screenshots.

Acceptance checks

Understanding question. Why can more detailed artwork make a game harder to use?

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. Add only the amount of content promised in the proposal. Reuse tested systems instead of duplicating new rule code per room. Start with the first assigned task and re-run its acceptance test before adding the remaining feature.

Optional extra. Create one optional challenge that does not block the main ending. Document one changed parameter, your prediction, and the observed effect; optional, not required for completion.

Name ____________________ Date ____________________