Demo: Monday, April 25th at 10:10 am
Due: Saturday, April 30th at 11:59 pm
Your fourth presentation is your beta presentation. The beta demonstration should show
off a clearly recognizable (but unfinished) game. Your game should have a clear
progression. Usually, this means three different levels of progressive difficulty
(e.g. easy, medium, and hard). For games that do not use levels, you need to clearly
demonstrate have the game gets harder over time.
While placeholder art is still acceptable, we do not want to hear about major future
gameplay elements. Anything in your gameplay spec that is listed as "critical" must
be finished. After beta, you should not be doing anything but tweaking parameters and
making levels from your existing gameplay elements. You can add some "desirable"
features, but only if the game with your critical elements is finished with level design
and testing. In fact, if you add any new elements at all, we suggest that you take a
"snapshot" of your beta release before continuing. Save a copy of that code in some
folder that will never, ever be erased or modified.
The vast majority (up to 75%) of your presentation should consist of someone playing the
game and showing it off to the class. You should have one person playing it while another
team member narrates the play; the narrator and player should not be the same person (so
that the player can concentrate on playing). The narrator should point out game play
elements, challenges, and strategies as the player encounters them. We expect this to
be somewhat rehearsed. You should develop a script for this presentation and stick to it
(to the best of your player's ability at the game).
However, just as we split alpha between the level editor and your example level, we want
you to spent part of this presentation (at least 25% of the time) discussing how you are
approaching your level design. Since there is no level design document this year, this
will serve as a review of your ideas for level design in the final weeks before
We want an actual slide show presentation discussing the level design. You can do
this in PowerPoint, Keynote, or whatever you want. In the slides we want:
A brief of your design philosophy (as stated in the gameplay specification)
At least three basic patterns that you have identified in your game.
A composite pattern that combines two or more of these patterns together.
To come up with your design patterns, you should review the
level design lecture
from class. You also consider the feedback that you received on the level design
As you can see from looking at the
calendar, this presentation
is very similar to Alpha. It takes place over three classes days: the Monday and Wednesday
lectures and the Tuesday lab. This is to give us enough time to cover the presentations.
So that you are prepared, the presentation schedule is as follows:
Monday (April 20)
Magic Studios (Deserted)
SmokeStack (District 12)
Tuesday (April 12)
Section 201 (11:15-12:05)
Luxophobia (Brought to Light)
The Beige Gang (Mount Sputnick)
Team Ramen Studio (Sandglass)
Section 202 (12:20-1:10)
Blueberry Gloom (RoboControl)
Game Brigade (Downstream)
Serendipity Productions (Fara Heim)
Wednesday (April 13)
Intertidal (Shoal Storm)
Due: Saturday, April 30th at 11:59 pm
Once again for this assignment, we ask you to turn in your game code. This should be a
rough snapshot of your game. In particular, we would like an executable JAR, though you
are welcome to send us the whole project if you wish. You should gather all the necessary
files for your release and zip them together in a file called
beta.zip before submitting.
In addition, you should not forget to turn in your
fourth two week report. This will allow us to see how you are
organizing you time, and make suggestions for the final milestone.