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Final Presentation Day

We will be holding Final Presentations on Monday, 12 December 2016, from 11:00AM-1:45PM — due to finals week scheduling.

  • This is another kind of pitch scenario
  • You will present the final version of your game for 3-5 minutes as a live demonstration
  • You will require the assistance of a classmate to play your game during your presentation
  • This classmate should be able to play your game competently and synchronize play with the details of your presentation

There will be pizza for lunch, since the final exam block is so inconveniently scheduled during conventional lunch hours.

Submissions of your final version of the game (which must be single-runtime executable files shared in the comments section of this post) must be made by 11:00AM on Monday, 12 December 2016. Please include your full name in the comment as well as the link.

The file should be named: <Last-name>–<First-name>-Final.exe

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Pitch Day

We will be holding Pitch Day on Monday, 5 December 2016.

  • The pitch, in the style of an elevator pitch, should be between 50-70 seconds
  • There will be no visual aids
  • Begin your pitch with your name, your game title, and a one sentence description of your game that addresses the mechanics and the thematics
  • The remainder of the pitch should logically describe the experience of playing your game clearly without visual aids or live demonstrations to someone unfamiliar with it

Pitch Day Scoring Guidelines:

  • During your elevator pitch, you will be evaluated primarily on delivery
  • The goal time for presenting is between 50-70
  • A 2-point deduction will be made for each second above or below this range
  • You will select a difficulty, which affects scoring and evaluation of the pitch
  • EASY: starting score of 90; 3 strikes* in under 10 seconds before being reset
  • MEDIUM: starting score of 100; 2 strikes* in under 10 seconds before being reset
  • HARD: Starting score of 110; 1 strike* before being reset
  • A reset is a 10-point deduction. A third failed attempt will result in a score of 70 for the pitch

*a strike includes any vocalization that is clearly not part of the pitch, such as “um,” “like,” etc…

ALSO, A bug-free updated version of the game will be due to the course blog on this day

Submissions of your bug-free progress version of the game (which must be single-runtime executable files shared in the comments section of this post) must be made by 10:00AM on Monday, 5 December 2016. Please include your full name in the comment as well as the link.

The file should be named: <Last-name>–<First-name>-Bugfree.exe

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Selection Day

We will be holding Selection Day on Monday, 28 November 2016.

  • You should have received a list of submitted prototypes that are viable candidates for the final project (scores of 8 or more) following the tenth prototype presentations. If you have not, please contact your instructor (me)
  • You will select two of those prototypes to present on selection day
  • This presentation will involve a single image made from a screenshot from each game placed side-by-side (sample image below)
  • You will have 5 minutes to discuss how you plan to develop the prototypes for the final
  • The class will vote on which prototype you should pursue
  • Depending on the distribution of the vote, you will then commit to developing one of the prototypes for the final project
  • Please create this image in a standard file format to easily display online (jpeg, png, etc…)
  • Please title your file <Last-name>-<First-name>-selection.<fileformat> and attach it to a comment on this post. Include your full name in your comment

Sample Selection Day Image:

staimpel-pitch

***Image by Heather Staimpel from Dr. Christopher’s Spring ’16 Game Design II class***

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Final Project Information

These instructions are for the final project, which has an assignment timeline that commences following the last (tenth) prototype presentation. Please consult the post for Prototype 10, for instructions regarding this prototype assignment.


Final Project Schedule Overview

28 November 2016
—Selection day

5 December 2016
—Pitch Day; bug-free updated version due

12 December 2016<
—Finals Week – Presentation day; final version of game due


Final Project Scoring Overview

15% – Pitch (elevator pitch style)
20% – Bug-free updated game build
15% – Final presentation
50% – Final build of game project


Selection day (28 November 2016)

  • You will receive a list of submitted prototypes that are viable candidates for the final project (scores of 8 or more) following the tenth prototype presentations
  • You will select two of those prototypes to present on selection day
  • This presentation will involve a single image made from a screenshot from each game placed side-by-side
  • You will have 5 minutes to discuss how you plan to develop the prototypes for the final
  • The class will vote on which prototype you should pursue
  • Depending on the distribution of the vote, you will then commit to developing one of the prototypes for the final project

Pitch day (5 December 2016)

  • The pitch, in the style of an elevator pitch, should be between 50-70 seconds*
  • There will be no visual aids
  • Begin your pitch with your name, your game title, and a one sentence description of your game that addresses the mechanics and the thematics
  • The remainder of the pitch should logically describe the experience of playing your game clearly without visual aids or live demonstrations to someone unfamiliar with it

*Information on timing and scoring below

A bug-free updated version of the game will be due to the course blog on this day


Pitch day (5 December 2016)

  • During your elevator pitch, you will be evaluated primarily on delivery
  • The goal time for presenting is between 50-70
  • A 2-point deduction will be made for each second above or below this range
  • You will select a difficulty, which affects scoring and evaluation of the pitch
  • EASY: starting score of 90; 3 strikes* in under 10 seconds before being reset
  • MEDIUM: starting score of 100; 2 strikes* in under 10 seconds before being reset
  • HARD: Starting score of 110; 1 strike* before being reset
  • A reset is a 10-point deduction. A third failed attempt will result in a score of 70 for the pitch

*a strike includes any vocalization that is clearly not part of the pitch, such as “um,” “like,” etc…


Presentation day (Finals week – 12 December 2016)

  • You will present the final version of your game for 3-5 minutes
  • You will require the assistance of a classmate to play your game during your presentation
  • This classmate should be able to play your game competently and synchronize play with the details of your presentation
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Prototype 10

For the tenth and final prototype, please create a game project to address the following:

Mechanic: Non-violent game with 1 PC competing against (versus) 3 independently-functioning NPCs

Theme: Something Just Broke (Reprise)

Stretch Goal: A title screen, an in-game pause/menu screen, an end-game screen; a way to restart the game/return to the title screen during game play

Notes:

  • This game requires the implementation of three NPCs that function as if they were being controlled by different human players.
  • The game must involve competition between the PC and the NPCs. The NPCs can compete against themselves as well or work cooperatively, but they need to function independently of each other.
  • The game play doesn’t need to be symmetric.
  • Examples of different 1 PC vs. 3 NPCs games include many of the free-for-all Mario Party mini-games, Crawl, Smash Bros., digital adaptations of board and card games, sports games, and Starcraft, where computer/bots control opponents that are comparable to the player.
  • While some of these example games are multiplayer, this prototype does not (and should) not need additional players to play. Consider how these games work when played as a single-player. This requires developing intelligent behavior for the NPCs such that they could be conceived as controlled by human players to make them challenging opponents.
  • The gameplay must be non-violent in spirit, though players themselves may encounter harm or danger.
  • As a stretch goal, consider implementing a title screen, an in-game pause/menu screen, an end-game screen, as well as a way to restart the game/return to the title screen during game play.
  • As for how elastically to interpret the theme as inspiration, a good litmus test would be whether the game prototype could be feasibly titled “Something Just Broke.”

Submissions (which must be single-runtime executable files shared in the comments section of this post) must be made by 10:00AM on Monday, 14 November 2016. Please include your full name in the comment as well as the link.

The file should be named: <Last-name>-<First-name>-P10.exe

In addition, please prepare the beginnings of a pitch for the prototype presentations. This should include:

  • Statement of your name
  • Statement of your game title
  • A description of your game that communicates to someone what it is like to play your game

Best of Luck!

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Prototype 9

For the ninth prototype, please create a game project to address the following:

Mechanic: Non-violent squad-based game

Theme: Something Just Broke

Stretch Goal: A persistent heads-up display (HUD) that has multiple areas of updating information

Notes:

  • This game requires the implementation of a squad made up of at least 3 individual members generally under the player’s control. The squad must be composed of at least 3 persistent squad members that are always present on the screen.
  • You can implement different player control schemes in controlling the squad: either directly controlling them or giving them instructions to complete on their own.
  • Control can also be asymmetric across the squad members. For example, the player may control one player-character directly while the other two squad members operate through artificial intelligence.
  • Examples of different kinds of style of squad-based games include Lemmings, Trine, Lovers in a Dangerous Space Time (single-player mode), Final Fantasy XIII, XCOM, and Starcraft.
  • The gameplay must be non-violent in spirit, though players themselves may encounter harm or danger.
  • As a stretch goal, consider implementing a persistent heads-up display (HUD) to communicate important information about the game to the player, which may include details about individual squad members, the squad as a whole, world/game states, maps, objectives, and other information relevant for playing. HUD design requires mindful decisions about what to present and how.
  • As for how elastically to interpret the theme as inspiration, a good litmus test would be whether the game prototype could be feasibly titled “Something Just Broke.”

Submissions (which must be single-runtime executable files shared in the comments section of this post) must be made by 10:00AM on Monday, 7 November 2016. Please include your full name in the comment as well as the link.

The file should be named: <Last-name>-<First-name>-P9.exe

In addition, please prepare the beginnings of a pitch for the prototype presentations. This should include:

  • Statement of your name
  • Statement of your game title
  • A description of your game that communicates to someone what it is like to play your game

Best of Luck!

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Prototype 8

For the eighth prototype, please create a game project to address the following:

Mechanic: Non-violent, two-player, split-screen game

Theme: Color and Light (Reprise)

Stretch Goal: Dynamically-increasing difficulty

Notes:

  • This game prototype needs to utilize a split-screen.
  • The gameplay must be non-violent in spirit, though players themselves may encounter harm.
  • Both mechanically and aesthetically, the game should obviously communicate that it is a two-player game. It should not be a game that appears designed for a single player that arbitrarily has two-player controls. Be thoughtful about making a game that suggests that it is for two players.
  • The game can be cooperative, competitive, or any combination of the two.
  • During presentations, I will test the game out with another student as the second player.
  • As a stretch goal, consider implementing dynamically-increasing difficulty. That is, rather than have the game increase in difficulty in predetermined and predictable ways (such as through stages or levels), increase difficult by adapting to how the players are doing or what they have done.
  • As for how elastically to interpret the theme as inspiration, a good litmus test would be whether the game prototype could be feasibly titled “Color and Light.”

Submissions (which must be single-runtime executable files shared in the comments section of this post) must be made by 10:00AM on Monday, 31 October. Please include your full name in the comment as well as the link.

The file should be named: <Last-name>-<First-name>-P8.exe

In addition, please prepare the beginnings of a pitch for the prototype presentations. This should include:

  • Statement of your name
  • Statement of your game title
  • A description of your game that communicates to someone what it is like to play your game

Best of Luck!