Due date:
This is the fourth project that your team will complete in working towards creating a videogame prototype. This project focuses on assembling example levels and arranging your game objects inside them. The result of this assignment will be your completed prototype. For this assignment you will focus on developing any systems-level code or making art assets, you will instead be continuing your use of Game Maker as a development platform upon which you will script your game's logic.
The most inspired game design is for naught if that design is not carried through to completion. The most beautiful artwork is just eye-candy if there is no interesting gameplay behind it. The most impressive AI is merely clever if that AI does not result in an enjoyable game. Ultimately, a game needs skilled level designers to draw these disparate resources together to achieve balance (gameplay and player) to create an enjoyable experience.
The purpose of this project is to develop a final prototype for your game. In previous projects, you have created your game conceptualization, your game design, you artwork, and your game logic. Now you must bring it all together, do the necessary balancing and tweaking, and come up with a prototype that shows the potential of your game.
For this project, you will complete the prototype of your game using the Game Maker software. As the purpose of your prototype is to give people an impression of how your game will play, you should construct enough Game Maker Rooms as it takes to show off the objects and interactions that you have created so far. In addition to rooms containing representative gameplay, your final prototype must also include title, your options, and credits. As before, you will be required to submit a README describing your prototype.
The final form that your prototype takes will be highly dependant on your original design, but in all cases the prototype must be playable. Your prototype will be evaluated based on how well you integrate and utilize the artwork and game objects that you have from projects 3 and 4 to meet your vision from project 2. Use as many or as few Game Maker rooms as it takes to represent the gameplay experience you wish to achieve using the objects that you have created so far. Perhaps a prototype of a strategy game would only require the use of one battlefield to get the point across, where perhaps a puzzle game would require a sequence of several puzzles to indicate the possibilities.
In addition to these example rooms, you are also required to create title, options and credits for your prototype. The title screen should at least include the name of your game, perhaps specifying that this is a "prototype" or "demo". The options feature should enable players to select the options chosen in project 4. The credits screen should at least list all members of your team, and may provide other information such as version number. It should also include other art credits as appropriate. There should be basic basic directions for the game available to the player (either on one of the screens or by the built in F1 options on Game Maker. Also to be included in the README, discussed below). The exact configuration and use of these screens are up to you, as there are many valid ways of organizing them. For instance, some games display a splash screen of credits at start, followed by the title screen, then options; where other games might have the title screen at start, leading straight into the game, with options accessible in-game, and credits displayed at exit (with prominent contact and purchase information).
You should include a separate image of your project (200x150), suitable for a representation for a Web page. This can be a screenshot, or logo or some other catchy graphic. With this image, please include a short (about 100 words) description to accompany your picture.
Finally, you must include an informal README (text file) containing the names of your team members, a short description of your game (this can be taken from your game treatment documents, if you'd like, and can be a superset of the 100 word description above), a list of features in the prototype, and instructions for playing your prototype.
In addition, your README should have a brief (200-350 word) description that specifically relates your prototype implementation back to your original treatment (Project 2). Discuss how the core game goals were, in fact, demonstrated by the prototype or how they were not and then briefly why not. If there were significant deviations from the original treatment, this should be called out with brief reasons provided.
If time allows, you may create additional artwork and game objects as needed. Title-screen artwork, or a team logo might be a good addition.
One member of each group should submit all materials (Game Maker .gm6 file and README) electronically via turnin by 11:59pm on the day the project is due.
One member of your group will need to upload the files you are turning in to their CCC account on one of the CCC machines (ccc1 to ccc10). While logged into a CCC machine, that member will need to enter the directory where these files are stored and execute the following:
/cs/bin/turnin submit <course> <assignment> <file1> <file2> ...
where in our case, <course> is imgd1001, <assignment> is project5, and <file> is the name of your Game Maker .gm6 file and your README.
Once done, you should verify that your files have been entered into turnin by executing the following command:
/cs/bin/turnin verify imgd1001 project5
Grading Guidelines | ||||||
---|---|---|---|---|---|---|
Category | Weight | |||||
Playable Game | 60% | Completeness | 10% | |||
Title Screen (+Options, +Directions) | 10% | |||||
Credits Screen | 5% | |||||
README (Small Image and Description + Reflections) | 15% |
Send all project questions to the TA mailing list (imgd1001-ta at cs.wpi.edu).