Demo: Monday, October 17th at 10:10 am
Due: Wednesday, October 19th at 11:59 pm
Your second presentation is your technical prototype. Unlike the gameplay
prototype, the technical prototype should be an "evolutionary" prototype.
The code that you demonstrate for this prototype should find its way back
into your final project. That means that a useful thing to have for this
prototype would be (nearly) completed character controls with a few challenges
to overcome. You can do also do a level-editor if you wish, though we
typically delay this to alpha release.
Ideally, you would like your technical prototype to be a solution to
a particular problem unique to your game. You should not be able to get
away with copying code from the labs (copy code is fine, but it is not the
only thing you should do). For example, if your technical prototype shows
off the physics, what were the unique challenges that you ran into when
designing the physics that differed from
lab 3. Is there a graphical challenge that you are trying to solve,
such as modeling water? Whatever it is, pick something and make it the
centerpiece of your presentation.
As with the last prototype, you should be prepare a 5-10 minute demonstration
of your prototype. Again, this can be an ad-hoc presentation where one person
plays the prototype while another provides running commentary. The only
requirement is that you clearly show off what the prototype does, and discuss
your reason for building this particular prototype.
You will actually have 15 minutes for your demonstration, but we will
reserve a lot of that time for questions from the TAs and the audience.
As part of your presentation, you should be prepared to answer
the following questions:
What is the technical challenge being addressed by this prototype?
What is unique about your game that made the solution more than
Are there any other technical solutions that might have worked?
Why did you pick this solution over the others?
What are your plans for the alpha release after Spring break?
As you can see from looking at the
calendar, this presentation will again take place over two days: the
Monday lecture and the Tuesday lab. This is intended to give you long
enough to present and answer questions. So that you are prepared, the
presentation schedule is as follows.
- Reflexio (Koala Studios)
- ColorBlind (Arial View)
- Ensembler (Lumberjack Studios)
- Speed Up (CQC)
- Tuesday (Section 201)
- High School Caper (Su Do Fun)
- Fenestra (Lost Pigeon Studios)
- Tuesday (Section 202)
- brainWashed (Van Buuren Supernova)
- Dragon Breeder (Blue Corn)
- Operation: Teddy Bear (Team Bonobo)
Due Wednesday, October 19th at 11:59 pm
For this assignment, we will ask you to turn in your prototype. If it is an
software program, that means that we want the executable from you. If you
have elected to stick with a physical prototype, then you should turn in the
rules (and list of materials) for your prototype.
You should gather the files for your prototype and zip them together in a file
This zip file should contain everything that is necessary to play your prototype.
If this is a software prototype, that means the program and all libraries.
If it is a physical prototype, this means the rules of the game, and directions
for making the physical pieces.
In addition, you should not forget to turn in your
second two week report. This will allow us to
see how you are organizing you time, and make suggestions for future
milestones. Please not the slight format change for this report.