CS/INFO 4152: Advanced Topics in Computer Game Development

Assignment 10
Technical Prototype

Demo: Monday, March 14th at 11:15 am
Due: Thursday, March 24th at 11:59 pm

Your second presentation is your technical prototype. Unlike the gameplay prototype, the technical prototype should be an "evolutionary" prototype. The code that you demonstrate for this prototype should find its way back into your final project. That means that a useful thing to have for this prototype would be (nearly) completed character controls with a few challenges to overcome.

Ideally, you would like your technical prototype to be a solution to a particular problem unique to your game. For example, if your technical prototype shows off the physics, what were the unique challenges that you ran into when designing the physics that differed from the gameplay prototype. Is there a graphical challenge that you are trying to solve, such as modeling water? Whatever it is, pick something and make it the centerpiece of your presentation. And if in doubt, you can always focus on your mobile touch controls.

Because this is an evolutionary prototype, this prototype must be in Cocos2d-x. Furthermore, unless you are working with a particularly difficult problem (e.g. the wind games need to nail down their physics; Toya needs to master camera control), this presentation must be on a device.

Class Presentation

As with the last prototype, you should be prepare a 10 minute demonstration of your prototype. Again, 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.

Once again, you will actually have 15 minutes for your demonstration, but we will reserve a lot 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 is the technical challenge being addressed by this prototype?
  • What is unique about your game that required new, custom software?
  • Are there any other technical solutions that might have worked?
  • Why did you pick this solution over the others?
  • What are your plans for the alpha release just before Spring break?

As you can see from looking at the calendar, this presentation will take again place over the entire week. This is intended to give you long enough to present and answer questions. While we would like you to playtest, playtesting will again take place in the discussion section. However, we might playtest in class if there is time.

So that you are prepared, the presentation schedule is as follows:

Monday (March 14)

  • Irrelevant Turtle Presidents (Dragon's Breath)
  • Sounds Gouda (Squeak & Swipe)
  • Spectrum Studios (Inari)

Wednesday (March 16)

  • salt & paprika (Para)
  • Fission (Breeze)
  • Flame-ingos (G. M. P.)

Friday (March 18)

  • PuppyCloud (Project Mainframe)
  • Groop (Shade)
  • 6SumStudio (Toya)


Due: Thursday, March 24th at 11:59 pm

As before, you are not submitting any software to CMS. Instead, we want you to create a release in GitHub. This is the policy that you will use to submit software for the remainder of the semester.

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