IMPORTANT

The Microgames Chapter examples use the p5.play v1 library. The examples are also compatible with v2.

Version 3 of p5.play is nearly a whole new library.

From the site

p5play (v3) was created by Quinton Ashley. It's the successor to p5.play (v1), which was created by Paolo Pedercini and other collaborators including Brad Buchanan, Atul Varma, and Jared Sprague. p5play v3 uses portions of the original APIs but the underlying code was completely rewritten.

Q+A

Put your two questions here. Please include your name.

  1. Microgames are usually build separately from each other to be standalone games, but could developers still create an overarching narrative through the medium of microgames? (John Kim)

  2. Even though we’re moving onto version 3 of p5.play, are there still benefits to using the previous versions over their successor? (John Kim)

From your perspective, what are some elements that make a micro-game successful? Should there always be a goal? Should it be accomplishable within a certain amount of time? How difficult/easy should it be? Should it be self-explanatory (ie. user can play without reading any instructions?) (Brian Lau)

What are some considerations when creating a two-player microgame as opposed to a single-player microgame? (Brian Lau)

1.) Mobile games feel like they’re under the same umbrella. Where do you draw the line between something that is a microgame and a mobile game? (Alex Silva)

2.) Something that I find useful in how I approach programming games is giving objects certain “states” such as if they were last hit by player 1 instead of player 2 or the object is in a frozen state. How might you do something like that with p5.play as I couldn’t find anything in the docs specifically meant for that. (Alex Silva)