CS/INFO 4152: Advanced Topics in Computer Game Development

Assignment 12
Alpha Release

Demo: Monday, April 4th at 11:15 am
Due: Saturday, April 9th at 11:59 pm

Your third presentation is your alpha presentation. Naively, alpha should be your game without any content. More concretely, we expect the following two things from you: a level editor (not necessarily on the device), and one (small) complete level.

You should be familiar with the structure of a level editor from the introductory course. We are not expecting a fancy GUI, but simply hand-editing XML or JSON files is not desirable either. We want something that allows you to visualize the game layout. You can make use of Tiled, but note that there are a lot of things this editor cannot do.

Your level editor presentation can be entirely self-contained. You do not need to show us how to move a new level on to a mobile device; last minute device loading can always go wrong and slow down the presentation. However, we do want your sample level already loaded onto a device.

Class Presentation

As with the last prototype, you should be prepare a 10-12 minute demonstration of your prototype. We are not asking for a slide presentation (yet). That will come with the beta presentations. But we do what you to be a bit more structured in your presentation this time. Your demonstration should be broken up into three parts.

Level Editor Demo: You should spend 3-5 minutes showing how your level editor works. Identify the challenges that you have made so far. Show how you can combine these challenges to make interesting levels.

Sample Level: You should spend 3-5 minutes on a demo of someone playing on your device. The level should be one generated by your level editor, but you can have it preloaded on to the device.

Question and Answer: Leave at least 2 minutes for question and answer. In addition, we may stop your presentation in the middle for some questions. You should be prepared to answer at least the following questions:

  • What do you consider to be the core mechanics of this game?
  • How does your level editor help you visualize your level layout?
  • What were your greatest difficulties in making it to alpha release?
  • What are your plans for the first beta release, particularly regarding level design?

The structure for this presentation is the same as the previous ones. We will spend all week on presentation, with playtesting during discussion. In addition, you will note that this presentation is immediately after you return from Spring Break. This is a little unfair, as you are not required to work on this over Spring Break. Therefore, to maximize the time that you have to work on it outside of Spring Break, we are keeping the schedule the same as last time.

Monday (April 4)

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

Wednesday (April 6)

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

Friday (April 8)

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


Due: Saturday, April 9th 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 third two week report. This will allow us to see how you are organizing you time, and make suggestions for future milestones.