Reference no: EM132379465 
                                                                               
                                       
Game Development Fundamentals - Assignment: Game Prototype
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:
• K5. Identify the appropriate and correct syntax and programming constructs for different game development requirements.
• S1. Select and apply appropriate games development approaches to solve a real world game design;
• S2. Create a range of assets for a game's project;
• S4. Use programming constructs to respond to user input and to create object and character behaviours;
• S5. Analyse, design and implement game concepts using structured and basic object orientated programming concepts;
• S6. Test and debug code to correctly meet game design requirements.
•      A1. Operate appropriate software packages to design and build games     and  interactive media products that align with client and project      expectations;
• A2. 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.

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 play.
• Here are some just some examples of different proof of concept prototypes:
o     	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 system.
o	Shooter or Racing:      the markers will probably expect that your prototype will have at    least   some shooting or racing respectively!
o	Platformer: at    minimum some   platforms and jumping should be involved in your    prototype, and  possibly  an enemy or two to dodge or attack.
•    Remember: the core  mechanics  and scripted events of your game will    really show proof of  your game  concept in the prototype assignment.
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
o	(example: 30126565-ThunderRun).
• Choose a location to save your Project.
o	Take note of the location as upon completion of your assignment you need to zip this entire project folder for submission.
• 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 Assets.
o	Downloaded Assets - To store any external assets downloaded from the internet / Unity asset store.
o     	My Assets - To store art assets you create yourself for your game.      Materials, Sprites, Interface art, 3D Models, Prefabs, Terrain, etc.
o	Scripts - to store any C# scripts that your game uses.
o	Scenes - This folder should exist by default and you should place your game scene(s) in here.
o	You can create additional child folders to categorise and store particular assets.
o	Packages - created by default. You can ignore it.
 
Requirements:
There are a number of requirements that you must adhere to when completing this assessment task:
• Assets - self-creation
o     	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 recommended.
» 2D games must  have at     least four 2D assets (not just primitive shapes) created by   yourself.    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 Unity.
» All art assets you create need to be listed in your report (see next page).
o	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 alternative.
o	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 alternatives.
o     	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 scene.
• Assets - sourced online
o     	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).
o	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.
o	 External premade   assets   source online should be placed in your  "Downloaded Assets"   project   folder in Unity. This includes Unity's  own "Standard Assets".
o	External premade assets source online should be used appropriately within your prototype.
• Game Prototype Development
o     	Single player requirement. Multi-player will make the scope much     larger  - too much for this introductory course (unless your  multiplayer    design  has been approved by the lecturer).
o	Unity is  a   requirement  for  developing your game prototype, do not use any  other   game engine   software (see Labs 4 to 10 regarding developing  simple   games and   triggered events in Unity as well as Moodle links  to Unity   tutorials to   build small playable games for multiple  genres).
o	  When you first   start a new project in Unity for this  assignment, name   the project your   student number followed by the  name of your game   (example:   30126565-ThunderRun)
 
o	Your Unity Game Prototype will include:
»      Scene(s) & Objects - Engaging use of Objects (your own four     created  assets, plus additional sourced free assets) including 3D     objects (or  2D sprites and backgrounds) such as the player, props,     cameras and light  sources to create your scene. These objects will have     components and  scripts attached to create the mechanics of your   game.
• Prefabs - Use of prefabs to create additional instances of Objects.
» Materials (3D only) - placed on game Objects to distinguish them apart from one another.
»      Layers (2D only) - if you decide to build a 2D game, layers should   be    used appropriately to distinguish foreground, middle ground and      background elements.
» Components - Components added to your game      Objects where appropriate such as an Animator, Rigidbody, Collider,      Particle System, Audio, etc. Transform is a required component and  is     not considered for marking purposes.
» Scripts - Written in  C#. At a     minimum scripts must be used to give user control over the  player     character/object, and create one event. Ideally, you will use  Scripts  to    trigger multiple events, collision detection and control  the   interface   elements below.
» UI (User Interface) Elements -  At least   one Unity   UI element such as UI Text and Buttons, which  should be   scripted to   control their functionality. Examples: scoring  system,   ammunition left,   chat dialogue or another interface  element.
• Brief Report
o	You should also submit a report detailing what you have done. A template is provided on Moodle
to make this easier for both you and your marker. This must briefly address:
»      Which of the assignment criteria have been implemented. Do not rely    on   the marker noticing which criteria you have met, so highlight   where   you  have implemented each element.
» Any major aspects of the game which have changed since your game design document, explaining why this has occurred.
»      Any limitations or known bugs in the game. Unacknowledged bugs     detected  during marking will be taken as evidence of insufficient     testing. Bugs  that have been documented in this report will receive     more leniency in  marking than those that are unacknowledged.
» An overview of all of the scripts which have been created and which game object(s) each one is attached to.
»      A list of art assets that you developed yourself, and any premade      assets (such as Unity's standard asset packages and free assets from   the    Unity store) or external assets (found online) used in the   project  and   their source.
Submission
When      you first started a new project in Unity for this assignment, you      should have named the project as your student number followed by the      name of your game (example: 30126565-ThunderRun).
• Locate this Unity project folder.
• If you are not sure where you placed it:
o	Open your project in Unity.
o	Right-click on Assets from the Project tab.
o	Click "Show in Explorer".
o	Your Project folder contents will display.
• Zip the entire contents of the Unity game prototype project folder, and submit this single ZIP file and your Brief Report.
Attachment:- Game Prototype.rar