CS/INFO 3152: Introduction to Computer Game Development

Assignment 7
Gameplay Prototype

Due: Saturday, March 12th at 11:59 pm

Your second presentation is your gameplay prototype. It is meant to be a "throw away" prototype. It is not necessarily going to be part of your final project. Instead it should clearly show off one game play element. The best type of thing that you could do is have a character on the screen and show how you control him in the game. If there are any challenges, they should be simple. It is even okay if your prototype is simply a "toy" and not a game, provided that you show off interesting actions. However, it must be interactive (e.g. not a Flash movie).

Because it is a throw-away prototype, it does not have to be written in the same language as your final product. You are also free to borrow whatever code you want from the game labs. We simply want you to make the quickest software prototype that you can.

Class Presentation

As with the last prototype, you should be prepare a 5-8 minute demonstration of your prototype. 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 12 minutes for your demonstration, but we will reserve some 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 has this prototype taught you about your game?
  • Has the prototype forced you to change your gameplay? If so, why?
  • What are your plans for the technical prototype?

As you can see from looking at the calendar, this presentation will take place over two days: the Monday lecture and the Tuesday lab. This is intended to give you enough time to present and answer questions.

However, this does mean that we are packing four groups into each class time slot. As we saw, that was the number of projects that we were able to get through in the nondigital prototype. And that required that everyone was set-up and ready to go as soon as we swapped stations. You need to come prepared for your presentation, ready to set-up quickly. Time that you take setting up is taken out of your presentation time.

The projector requires either a VGA input or HDMI input, so someone on your team will need to bring a laptop (and adapter if necessary) to present on. If that is not going to work, the please let the instructor know ahead od time.

So that know when to bring your laptop, the presentation schedule is as follows:

Monday (March 7)

  • Group 3 (No Name)
  • Tempest (Sync)
  • Group 10 (Cavern Crawlers)
  • Matchbox (Aiden)

Tuesday (March 8)

Section 201 (11:15-12:05)

  • Luxophobia (Brought to Light)
  • 4loppy-4ish (Shoal Storm)
  • Magic Studios (Deserted)
  • Team Ramen Studio (OverUnder)

Section 202 (12:20-1:10)

  • Game Brigade (No Name)
  • Blueberry Gloom (Phantasm)
  • EleventhKnight (Shattered)
  • Serendipity Productions (Gravity Orb)


Due: Saturday, March 12th 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 are using LibGDX, simply send us an executable JAR, just like you did with the labs.

You should gather the files for your prototype and zip them together in a file called prototype.zip. This zip file should contain everything that is necessary to play your prototype. This usually means the executable and a quick readme explaining the controls.

In addition, you should not forget to turn in your first two week report. This will allow us to see how you are organizing you time, and make suggestions for future milestones.