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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!

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Prototype 7

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

Mechanic: “Ye olde scrolling run and jump”

Theme: Color and Light

Stretch Goal: Momentum

Notes:

  • This game prototype should at least involve running and jumping, in homage to the genre of the platformer. Other forms of movement can be explored, but make sure to implement compelling running and jumping mechanics.
  • The project needs to involve a scrolling camera, though the camera does not necessarily need to be sidescrolling.
  • As a stretch goal, consider including a feature of the game that uses momentum-based physics, such as arching projectiles, buoyancy, or sliding (like on ice). Stretch goals are not required. They are additional challenges to take up if interested. They will bear little on the grade of the prototype compared to the requisite mechanic.
  • 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, 24 October. Please include your full name in the comment as well as the link.

The file should be named: <Last-name>-<First-name>-P7.exe

Best of Luck!

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Prototype 6

Reminder: Your midterm assignment is due on Thursday, 13 October 2016 by 11:59PM.


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

Mechanic: A single-camera with two asymmetric players

Theme: The Worst Pies in London (Reprise)

Notes:

  • A single-camera for this prototype assignment refers to a game that is not split-screen.
  • The two players should be distinctly asymmetrical; that is, they should not appear or function as clones of each other (as in a game like Bubble Bobble). The players need to be differentiated not just aesthetically but also mechanically.
  • 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; it just has to be clearly played by two asymmetrically constructed players.
  • During presentations, I will test the game out with another student as the second player.
  • Suggestions for a range of games with two (or more) asymmetric players include Monaco, Don’t Starve (multiplayer version), and any of the 3 vs. 1 mini-games in the Mario Party series.
  • As for how elastically to interpret the theme as inspiration, a good litmus test would be whether the game prototype could be feasibly titled “The Worst Pies in London.”

Submissions (which must be single-runtime executable files shared in the comments section of this post) must be made by 10:00AM on Monday, 17 October. Please include your full name in the comment as well as the link.

The file should be named: <Last-name>-<First-name>-P6.exe

Best of Luck!

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Midterm Assignment – Failure Analysis Paper

This midterm assignment is in addition to the regular prototyping schedule; it is not a substitute for a prototype. Please consult the post for Prototype 5, for instructions regarding the current prototype assignment.


Pick one of your prototypes, and write a 1000 word paper.

Address three things you think are strong about your prototype.

Address three things you think need improvement.

Discuss how and why you think it fails where it does.

Discuss how you would make it a stronger prototype.

You may not write about a game you didn’t turn in.

Format: Double-spaced in 12 point font
File Name: <Last-name>-<First-name>-Midterm.doc(x)

Due: Thursday, 13 October, 2016 @ 11:59PM
Post a download link to your paper in a comment on this post.
Late papers will not be accepted.

Best of Luck!