Constructing Games

Overview


In the sixth part of the course, we look into creating games with Flutter, learning a bit about gestures on the side. When learning about games, we rely on on what we have learned so far, adding Flame Engine to the mix. The sixth part of the course is divided into the following chapters:

  • Game States and Navigation looks into the idea of game states, including a start screen, a game screen, and a result screen, and how to navigate between them.
  • Flame Engine Basics introduces Flame Engine by building an application with a box on the screen that can be tapped.
  • Game Loop and Updates discusses a key concept in interactive games, the game loop, and discusses updating game state as a part of the game loop. The example continues from the previous chapter, adding movement to the box, leading to a simple game where we tap a box on the screen as many times as possible in 10 seconds.
  • Third-party Tutorial: Brick Breaker has you follow a third-party tutorial on building a game with Flame, revisiting the conceps from the earlier chapters.
  • Physics Engines and Forge2D introduces the concept of a physics engine and presents a physics engine for Flame called Forge2D. In the chapter, we also build a version of the game where we tap a box, relying on concepts from the physics engine.
  • Third-party Tutorial: Game with Physics has you follow a tutorial where you build a game with Flame and Forge2D.
  • Finally, at the end of the sixth part, in Recap and Feedback, we’ll summarize the contents of the part, point additional directions, and again ask you to reflect and provide feedback on the contents and your learning in this part.

More about games

In this course, we are only scratching the surface of game development, effectively learning to build a game with a few blocks moving around on the screen. For a more in-depth view into game development, check out Aalto University Game Design and Development program.