Michigan State University Extension programs and materials are open to all without regard to race, color, national origin, gender, gender identity, religion, age, height, weight, disability, political beliefs, sexual orientation, marital status, family status or veteran status. Issued in furtherance of MSU Extension work, acts of May 8 and June 30, 1914, in cooperation with the U.S. Department of Agriculture. Quentin Tyler, Director, MSU Extension, East Lansing, MI 48824. This information is for educational purposes only. Reference to commercial products or trade names does not imply endorsement by MSU Extension or bias against those not mentioned.
Like a typical large game development effort, this project isbroken into several milestones. The ones for this projectare: plan, alpha and final. The intent of themilestones are to yield a fully-functional, complete, playable gamebuilt with your own game engine. Each milestone is submitted andgraded separately, while all apply towards the total Project 3 grade.
You provide a plan within the first week of the project. The plandocument should provide a detailed description of the game you plan tobuild, including the technical challenges it entails, a bit about anysignificant artistic aspects of the game, and your plan tosuccessfully complete development in the time provided. In planning,you should draw upon all your experiences from other classes (e.g.,programming, project management, game design, and game developmentprocess) to inform the creation of the plan document.
Your plan documentation must include the following sections:Game Name - a catchy, descriptive name for your game.Team - the names and email addresses of both team members, including a team name.Genre - a brief, one sentence/phrase of the game genre.Game Description - a short, one paragraph description of your game.Technical Features - a list of the specific, significant technical features that your game will include.Artistic Assets - a list of the significant artistic assets that that your game will include. Sizes and frames of animation should be estimated.Implementation Plan - A short description of how you plan to implement the technical features of your game. While the entire game should be original, in the event you are using code (or artwork) from elsewhere this should be clearly indicated and attributed.Distribution of Work - broadly, what team member is responsible for what aspects of the project. Joint responsibility can be indicated, if appropriate. Schedule - milestones and when they will be met for your game development. While the major milestones (plan, alpha, final, presentation) are fixed, smaller milestones should be specified for your project.While the actual length of the plan is not a requirement, as aguideline the plan should be approximately 2-3 pages - much less andyou probably have not supplied enough details.
Some advice on how to proceed in your development:Form group.Quick brainstorm. Be aware of the limits of your engine! Especially for the game mechanics (e.g., using the mouse for core gameplay may be problematic). Produce asset list (should be small!). Decide on "unit height" before starting - critical for speed, size of other assets, etc. Design (software classes).Construct milestones. With names attached to each. Still meet/check in frequently! You need to be a team. Remember, everyone should help (as needed) with everything. Use iterative development.Final report will have plan, class design, asset list, video.Since each group is a team of 2, consider using pairprogramming. Not sure what that is? Check out the informative(and rather entertaining) videoIntroduction toPair Programming (version 2).
Soloists are expected to submit assignments that meet the samestandards of quantity, quality and timeliness as those created by apartnership. There is absolutely no deadline extensions or otheraccommodations. This means a soloist has to work three times as hardto get the same grade. Think very carefully before you decide tobreak up a team!
For your alpha submission, you must hand in the following:A source code package: All code necessary to build your game engine, including .h files. A Makefile or project file for building your game engine. A game code package: All code necessary to build your game. Note! Make sure your code is well-structured and commented. Failure to do so will result in a loss of points. Any other support files, including .h files. A Makefile or project file for building your game. A README file explaining: platform, files, code structure, how to compile, and anything else needed to understand (and grade) your game. Important! Make sure your names and logins are included in the README file.
For your final submission, you must hand in the following:A source code package: All code necessary to build your game engine, including .h files. A Makefile or project file for building your game engine. A game code package: All code necessary to build your game. Note! Make sure your code is well-structured and commented. Failure to do so will result in a loss of points. Any other support files, including .h files. A Makefile or project file for building your game. A README file explaining: platform, files, code structure, how to compile, and anything else needed to understand (and grade) your game. Important! Make sure your names and logins are included in the README file.A VIDEO file providing a link to an online (e.g., YouTube) video ofyour project.A DESIGN document providing all the details in your plan, butupdated to reflect the game as actually built. For example, thefunctionality, milestones and work responsibilities should be updatedto reflect the development. Major deviations from the original planshould be noted. In all cases, this document should be complete,well-organized and clearly written. Acceptable formats for thisdocument are Word, PDF or text.
100-90. The submission clearly exceeds requirements. The gameis fully implemented, playable from start to finish in a robust,bug-free fashion. Gameplay is balanced throughout, providingappropriate difficulty for beginners while getting more challenging asthe game progresses and/or the player obtains skills. Instructionsare provided in-game for how to play. The required documentation(plan and design) is thorough and clear. The group presentation iswell-organized, well-rehearsed and introduces the team and game in afun, yet professional manner. The promotional material is clear,complete, and very presentable.
The findings of this study may encourage other academic developers to explore alternative models and formats for conducting faculty professional development workshops and courses, as well as provide an opportunity to contribute to research on emerging best practices for fully online courses. 2b1af7f3a8