Design and develop components for a video game

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Reference no: EM131994355

Unreal Game Development

Introduction

In this assignment you will individually design and develop components for a video game developed using the Unreal Engine 4 game engine. You will first need to complete the instructions for to create the base game covered in the Unreal development tasks in the practicals. The creation of this base game will take place during the first half of the trimester. You then need to design and develop chosen additional features as described below.

Base Game

If there is an issue creating your base game you can use this version (up to part 4), which is sufficient to complete your assignment. However, it is highly recommended that you create the base version of the game yourself using the available tutorials. This is because you need to gain an understating of how the game works in order to modify it. Also note, this version was created using the Unreal Engine 4.10, so there may be some minor conversion issues. If you're using this, please speak to your lecturer if there are any issues.

Tasks

For this assignment, you will need to choose 2 components from Components section below to add to your game, and complete all requirements for both components. You may choose to complete more than 2 components if you wish, at which point your marks will be awarded based on your best 2.

You are encouraged to be as creative as possible in your solutions, with higher marks awarded for interesting and innovative solutions that go beyond the features taught in practical tutorials. A great way to create interesting and creative implementations of the components is to think about how they can become more dynamic or reactive to other game objects and components in a way that will surprise the player or encourage more varied gameplay.

Your teacher will be happy to hear your ideas and provide guidance and feedback on your components. You are also encouraged to discuss your ideas and find solutions to development challenges with your peers. However, you should be the only one to have access to your individual game files and implement your solutions. Note that sharing game files with others or using someone else's work is regarded as plagiarism.

Submission

You must document the way in which your design meets the requirements of each feature. For each component, you must provide:

- Description of your design and implementation of the component.

- Reasoning for your choices and how your design fulfils the requirements in a creative or interesting way.

- Screenshots of the relevant blueprints used, together with an explanation of how they work. Additionally, you must also include in the submission:

- A short (<2 minute) screen-capture video demonstrating the components functioning. o Choice of screencapture recording software is up to you. We will provide some suggestions in class. o The video should be solely focused on demonstrating your new components. While you may wish to add voice-over, labels or timestamped caption remember this is not a promotional trailer and should only require minimal editing.

- An archive (zip file) of your project containing all files required to run your game in Unreal Engine 4. o Ensure you test this prior to submission to avoid any missing files.

Components

Choose 2 (or more) components, and fulfil all listed requirements listed for each those components.

COMPONENT

REQUIREMENTS

NEW ENEMY

Add a new enemy to the game.

1.

Enemy must move in an interesting way different than the existing enemy.

 

2.

 

Enemy must react to being attacked by the player.

SPECIAL WEAPON

Add a second weapon for the player.

1.       Special weapon must be able to attack and damage or destroy enemies in a unique way different from the standard weapon.

2.       Special weapon must use limited or recharging ammo, preventing continuous use.

POWER-UP Add a

collectible power-up.

1.

Power-up must be able to be collected by the player for use at a later time or in certain states.

 

2.

Power-up must enhance player abilities in an interesting way that adds variety to gameplay.

ENVIRONMENTAL HAZARD

Add an environmental hazard as an additional challenge.

1.       Environmental hazard must hinder the player in some way, encouraging the player to avoid it.

 

2.       The environmental hazard must appear or start and disappear or end so it is not present for the entirety of play.

ENEMY WAVES

Add a structured spawning system for enemies.

1.

Enemies must spawn in a wave-based system that waits until all enemies of a wave are destroyed before commencing the new wave.

2.

Enemy spawn points and behaviour must be varied and unique between waves.

VICTORY CONDITION

Add a victory condition state for the player to win the game.

1.       The game must end when the player achieves a certain challenging game state (try and think creatively).

 

2.       The player must have real-time feedback during player that provides an indication of how close they are to successfully achieving the victory condition.

DYNAMIC DIFFICULTY ADJUSTMENT

Add a system to regulate challenge in the game.

1.

The game must evaluate player performance in real-time and judge whether the challenge is too easy, difficult or just right for the player.

2.

The game must adjust the sources of challenge in response to this evaluation to better balance challenge to player skill.

Reference no: EM131994355

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Reviews

len1994355

5/24/2018 1:58:26 AM

CREDIT 6 POINTS DISTINCTION 7 POINTS Both feature implementation in project file and documentation are present. Feature is present and functional with few issues or bugs and sound logic. The feature requirements are fulfilled but the chosen design may be somewhat simplistic or lacking creativity and inventiveness. Documentation (including blueprint screenshots and video) covers the required content with some minor omissions, or unclear points or issues. Appropriate terminology is used throughout. Both feature implementation in project file and documentation are present. Feature is present and functional with effective logic and very few issues or bugs. Some evidence of engine or logic features beyond what has been covered in class tutorials. The feature requirements are fulfilled with evidence of creativity and inventiveness in the chosen design. Documentation (including blueprint screenshots and video) covers all required content in good detail. Polished presentation and appropriate terminology is used throughout.

len1994355

5/24/2018 1:58:14 AM

UNIT LEARNING OUTCOMES FAIL 0-4 POINTS PASS 5 POINTS ULO1: Investigate computer game designs and articulate their effectiveness using evidence. ULO2: Design and develop computer game components and incorporate that into a game. ULO3: Employ the terminology used for computer game design and development to communicate ideas and concepts in a professional manner. Feature is absent or only partially present with major issues. Feature may not fully satisfy the requirements. Documentation (including blueprint screenshots and video) of feature may be absent or missing significant information. Component may not be present in project archive or may not be functional. Both feature implementation in project file and documentation are present. Feature is present and functional but may have some issues, bugs or inefficiencies. The feature requirements are generally fulfilled but the chosen design may be very simplistic and lacking creativity and inventiveness. Documentation (including blueprint screenshots and video) covers the major required content with some omissions, or unclear points or issues.

len1994355

5/24/2018 1:58:01 AM

The following two rubrics will be used when marking and providing feedback from your Assignment 3. The unit learning objective (ULO) criteria that you need to address in your submission is listed in the left hand column. The first rubric addresses your documentation (total 20 mark The level to which you have achieved each criteria will be marked on the corresponding column for your 2 chosen components. In the event you wish to include more than 2 components, all will be marked but only the 2 highest-scoring will count towards the final assignment grade for a maximum of 40 marks (2 x components; each with 2 x requirements worth a maximum of 10 marks each). Feedback on all submitted material will be provided in the rubric.

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