![]() For advanced programmers, the player can decide not to import any module, and straight up code all the methods. This module will have many pre-defined methods for the player to use when coding. The programming language will have a module that the player can import. When the light is green, that means that there is no error and the bot will execute the script. When the light is red, that means that there is a syntax error, and the IDE will display the syntax error at the bottom of the IDE. When the light is off, it means that the player did not turn on the bot, or the bot simply has no script. The bot will have a light on the top of it. The player would also have the ability to either turn on or off the bot. Based on the program, the bot will start doing its thing. In other words, the IDE will not use an actual programming language such as Python or Java, and instead will use one that will be created by the developers. The programming language used will be custom made. This will result in an in-game IDE, which the player/programmer would use to program. The player can start programming by right clicking on the bot. The module will first have the player spawn in a bot. *I will not talk about a realistic mode any further since the main topic is regarding education, but if someone would like a new a post regarding the realistic version, please comment below Module will add: Programmable Bots, power sources (can be a separate module on its own can have electrical wires, solar panels, etc.), a computer, and an in-game "book" of instructions regarding how to code. ![]() The items required to craft a bot would be hard to acquire, a computer would need to be crafted, and a power source would be necessary to charge the bots/computer. Realistic Mode (For Players): Since the idea of automation via programming makes the players' lives easier, obtaining the ability to program should be difficult.Module will add: Programmable Bots, pre-made world, an in-game "book" of instructions regarding how to code.In addition, the module will spawn the player into a world where there are things that the bots can do (i.e. The programmable bots can be spawned into the player's inventory via the command line/terminal. Unrealistic Mode (Educational): First of all, no computers or power sources would be required to starting programming.With this 'instant-success' comes a sense of euphoria of 'It worked!!!' This would give motivation and drive to the player/programmer to learn the concepts of coding (and hopefully create new content for Terasology), thus fulfilling the mission of the educational aspect of the game.īecause this module is more for educational purposes than adding a new aspect of playing the game, there will be some aspects of the module that would make the game seem a bit unrealistic (a realistic version can be created as a separate module). For instance, if a player programs a bot to pick up carrots once they are ready to be harvested, the player will be able to see the 'instant-success' of his or her code when the bot picks up the ripe carrots. Terasology can be a great tool for teaching programming because it has the capability of showing 'instant-success' with coding. Thus, I propose that there should be a module that adds the aspect of programming into the game that is designed to teach people interested in programming/Computer Science. However, I believe that Terasology can be expanded to be an educational tool, especially towards those who would want to learn programming. It was built to be an open-source sandbox, where players can add easily add modules to enhance their experience, whether it be the Cooking module to add a cooking aspect to the game or the Rails module, where players can make use of rails and mine carts. Terasology is a game, and this is a fact.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |