Overview
For this assessment task you are expected to construct a prototype level/area as a “proof of concept” for the game that you have designed in Assignment Part B. The prototype should function with proper game logic utilizing self- created and pre-made artistic and programming assets.
Learning Outcomes Assessed
The following course learning outcomes are assessed by completing this assessment:
Identify the appropriate and correct syntax and programming constructs for different game development requirements.
Select and apply appropriate games development approaches to solve a real world game design;
Create a range of assets for a game's project;
Use programming constructs to respond to user input and to create object and character behaviours;
Analyse, design and implement game concepts using structured and basic object orientated programming concepts;
Test and debug code to correctly meet game design requirements.
Operate appropriate software packages to design and build games and interactive media products that align with client and project expectations;
Utilise appropriate software environments to develop and integrate code implementations with game assets.
Semester Assessment Overview
You will go through the game development life cycle outlined in Lecture 2 during this semester to pitch an idea for a new game, design that game, and then develop a small prototype of that game for Windows PC.
The Game Prototype is related to your designs outlined in your Game Design Document.
Part A:
Game Pitch Video
Your pitch outlines your game idea, and is used as the beginning of your Design Document
Part B:
Game Design Document
Your Design Document will build upon the pitch and be used during development of your prototype
Part C:
Game Prototype
The Game Prototype will showcase a small portion of your game from your Design Document
Assessment Details
After your game pitch, you will have reiterated and written a game design document for Assignment Part B that discusses your game idea in detail, including most or all of the following: genre, story, setting, characters, objects and game mechanics. Using your game design document, you must now develop a small functional “proof of concept” prototype that showcases part of a level or contained area of your game.
What does “proof of concept” mean?
A Proof of Concept prototype is simply an abbreviated version of your game, developed to show off particular features of your choosing (that should be appealing). Your Proof of Concept prototype does not have to be a full-length level or game, it can be as simple as a few aspects of game
Here are some just some examples of different proof of concept prototypes:
RPG: an option would be to showcase a small village with a few characters you can talk to, with a couple of game mechanics – rather than showcasing an intricate RPG combat
Shooter or Racing: the markers will probably expect that your prototype will have at least some shooting or racing respectively!
Platformer: at minimum some platforms and jumping should be involved in your prototype, and possibly an enemy or two to dodge or
Remember: the core mechanics and scripted events of your game will really show proof of your game concept in the prototype
Beginning the assessment:
To ensure consistency and standards, all students should begin the prototype in the following manner:
· Open Unity and create a New Project.
Name the project as your student number followed by the name of your game
(example: 30126565-ThunderRun).
· Choose a location to save your Project.
Take note of the location as upon completion of your assignment you need to zip this entire project folder for
Set the template to 3D (unless you are creating an approved 2D game).
· Turn off Unity Analytics, then Create the Project.
In the Project Tab (depending on Unity preferences, your project tab will look like one of the screenshots to the right):
· Rename the SampleScene to an appropriate name for your first scene in your game.
Create some child folders under
Downloaded Assets – To store any external assets downloaded from the internet / Unity asset
My Assets – To store art assets you create yourself for your game. Materials, Sprites, Interface art, 3D Models, Prefabs, Terrain,
Scripts – to store any C# scripts that your game
Scenes – This folder should exist by default and you should place your game scene(s) in
You can create additional child folders to categorise and store particular
Packages – created by default. You can ignore
Requirements:
There are a number of requirements that you must adhere to when completing this assessment task:
· Assets – self-creation
It is expected that you can develop your own 2D and 3D art assets that are appropriate for your game dimension (2D or 3D). Remember that creating a 3D game is highly
2D games must have at least four 2D assets (not just primitive shapes) created by Static sprites, world terrain and interface art are the most likely choices here.
3D games should have at least four assets (not just primitive shapes) created by yourself in 2D (materials and/or interface art), 3D (meshes), and/or even a world terrain (3D level mesh or Unity terrain).
All art assets you create should be placed in your “My Assets” project folder in
All art assets you create need to be listed in your report (see next page).
GIMP can be used to develop 2D assets (see Lab 1 for GIMP instructions).
You can use alternatives like Photoshop for your assignment but there will be no labs exploring this
Blender can be used to develop 3D assets (see Labs 2 and 3 for Blender instructions).
You can use alternatives like 3ds Max or Maya for your assignment but there will be no labs exploring these
Unity can be used to develop a Terrain (see Lab 6 for Unity 3D Terrain). Primitive objects can be placed in Unity, but will receive a low score, unless arranged into an elaborate
Assets – sourced online
Unity has a huge library of over 5000 free premade assets you can import and use, and not limited to just art assets (see Labs 4 to 10 regarding Unity and Moodle Resources links to free assets).
It is acceptable to source additional external assets if needed, but they should be completely free to use (under Creative Commons 0 licensing), and MUST be linked to in your brief report.
External premade assets source online should be placed in your “Downloaded Assets” project folder in Unity. This includes Unity’s own “Standard Assets”.
External premade assets source online should be used appropriately within your
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