ITECH2001 - Game Development Fundamentals Assignment

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Reference no: EM132518503

ITECH2001 - Game Development Fundamentals Assignment - Federation University, Australia

Assessment Title - 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:

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.

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 wr itten 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 - like Lab 9, 10.

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 charact ers you can talk to, with a couple of game mechanics - rather than showcasing an intricate RPG combat system.

Shooter or Racing: the markers will probably expect that your prototype will have at least some shooting or racing respectively!

Platformer: at a 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.

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 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).

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 G IMP alternatives.

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 Blender alternatives.

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

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 the internet webpage in your brief report. They must not be copyrighted materials.

External premade assets source online should be placed in your "Downloaded Assets" project folder in Unity. This includes Unity's own "Stand ard Assets".

External premade assets source online should be used appropriately within your prototype.

Game Prototype Development

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).

Unity is a requirement for developing your game prototype (exact version detailed in the Moodle Resources), 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).

When you first start a new project in Unity for this assignment, follow the instructions on the previous page to set up your project, its name, and required project asset folders.

Brief Report - 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.

Attachment:- Game Development Fundamentals Assignment File.rar

Reference no: EM132518503

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