Status report: Monday, October 5th in class
Due date: Friday, October 9th, by 11:59pm
Objective: |
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 not focus on developing any systems-level code or making art assets, you will instead be continuing your use of Flash as a development platform upon which you will script your game's logic. |
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Motivation: |
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, your 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. |
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Overview: |
For this project, you will complete the prototype of your game using Flash. As the purpose of your prototype is to give people an impression of how your game will play, you should construct enough levels 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 a title, your options, and credits. As before, you will be required to submit a README describing your prototype. |
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Details: |
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 levels as it takes to represent the gameplay experience you wish to achieve using the objects that you have created. For example, 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 levels, you are also required to create title, options, and credit screens 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 directions for the game available to the player (also to be included in the README, discussed below). The exact configuration and use of these screens is 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 a 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 good additions. |
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Submission: |
All documents (Flash files, .fla, .html, and
.swf, and README) are to be submitted
electronically via turnin by 11:59 pm on the
day the assignment is due. Each
document should list the names of every member
in your group somewhere on the first page.
When you are ready to submit, zip everything up into a single archive file. Name the file TeamName_proj5.zip. You will use the new Web-based "Turnin" facility to submit your work. Information about submitting can be found here: http://web.cs.wpi.edu/~kfisler/turnin.html. Choose one of your team members to submit the document.
Your WPI user ID should be used to login, and you should have been
emailed a password. |
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Academic Honesty: |
Remember the policy on Academic Honesty: You may discuss the project with others, but you are to do your own work. The official WPI statement for Academic Honesty can be accessed HERE. | |||||||||||||||||||||||||||||||
Status Report: | The status
report will be done in class. Every team will come up to the
front and report on the status of their project. Such a report
should start with an introduction of the team and members, then
provide a high concept of the game, including a quick summary of
the major features and core ideas. Most of the time should then
be spent on showing the latest progress in the game development.
This can include core gameplay mechanics, latest level design
(roughed out room geometry or designs on paper), title and credits
screen, or whatever else has been implemented. Every member of
the team should talk. Arrange in advance which parts of the
presentation will be given by each team member.
You can, if you wish, bring a laptop to class with your presentation materials already preloaded, and we will hook your machine into the projector. Or you can bring your materials on a USB key for installation on the podium computer. In any case, test your prototype and presentation materials in advance to make sure they work properly. Embarrassing things can happen when you don’t rehearse. Total presentation time should not exceed 5 minutes. Please plan your presentations accordingly. If you are on a team with members from both sections of IMGD-1001, your team must decide which class you want to give your presentation in. This will normally be the class that has the most team members. All team members are expected to attend their group presentation, and also to attend their regular class that day. Plan your schedules accordingly. |
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Grading: |
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You might check out the slides summarizing the project (Powerpoint, PDF).