Demo: Monday, March 27th at 11:15 am
Due: Saturday, April 1st 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 are allowed to make use of 3rd party editors like Tiled.
However, you are not allowed to use the run-times; you must process the JSON or XML output
yourselves. In addition, there are a lot of things this editor cannot do, so choose wisely.
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.
As with the last prototype, your class presentation will consist of two parts.
In addition to the software prototype, we are also expecting a (short) presentation
from the designers on your team. The designer presentation has been working very
well all semester, so we wish to continue it.
We will have roughly 18 minutes per group, per presentation. We want the bulk of this
time (8-10 minutes) to be devoted to showing off the software prototype. This includes
the level editor and sample level. We suggest that you break up your time as follows:
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.
During this part of the presentation, you should be prepared for questions from the
audience. You should at least be able to answer 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?
Your designers should spend no more than 5 minutes of the remaining time with their
presentation. At this point in the semester, there should be several assets already
completed for the game. While they are hopefully on display in the software prototype,
we would like the designers to go into more detail about them.
In this presentation, we are expecting to see the following:
The main character animation (mostly complete)
Basic animations for enemies or environmental obstacles.
UI element assets
Updated game screen mockups
The structure for this presentation is the same as the previous ones. As you can see
from looking at the
calendar, this presentation
will take 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, are moving playtesting to 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 27)
Hot 100 Fire (Flo)
CUGL Buddies (Laser Penguins)
Spoopy Squad (Cults Against Humanity)
Wednesday (March 29)
One Group (Magic Moving Mansion Mania)
Edge-Guard Studios (Slam-a-lot)
Boonana Games (Cannon)
Friday (March 31)
21 CUGL (Infernal Descent)
mujun rasen (Mesmer)
Candescent Gaming (Lit)
Due: Saturday, April 1st 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
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.