Demo: Monday, February 27th at 11:15 am
Due: Saturday, March 4th 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 gameplay element. The best type of thing that you could do
is have a character on the screen and show how you control it 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. It does not have to be on a mobile device; it does not even have
to run in your device simulator. Just make the quickest software prototype that you can.
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. Because gameplay prototype does not need finished
art assets, we find that the designers often feel left out in this presentation.
Therefore, we are asking for some deliverables from your artists as well.
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 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.
While presenting your software prototype, you may be interrupted by the audience for
questions. In particular, 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?
Your designers should spend no more than 5 minutes of the remaining time with their
presentation. All we want to see from the designers at this stage are ideas. We
want to see signs that your team is thinking ahead about what this game will look like.
There are no strict requirements for the designers. We simply want to see early concept
art about the game. The presentation can include any or even all of the following.
Environmental or in-game concept art
Basic character art
As we said above, you will have 18 minutes for your demonstration, which includes time
spent on questions. 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 (February 27)
Candescent Gaming (Lit)
Hot 100 Fire (Flo)
21 CUGL (Infernal Descent)
Wednesday (March 1)
Spoopy Squad (Cults Against Humanity)
CUGL Buddies (Laser Penguins)
mujun rasen (Mesmer)
Friday (March 3)
One Group (Magic Moving Mansion Mania)
Edge-Guard Studios (Slam-a-lot)
Boonana Games (Cannon)
Due: Saturday, March 4th at 11:59 pm
The file sizes of Cocos2d makes it impossible to turn anything in to CMS (which has a 100
MB limit). Therefore, you are not submitting any software to CMS. Instead, we want you to
do to the following.
Grant the Course Staff GitHub Access
All of the course staff (including instructors and TAs) need access to your GitHub repository.
In addition to allowing us access your software builds, this will help us monitor
team member contributions throughout the semester. If possible, we prefer that you
use an internal repository over a
public GitHub repo.
Create a Release
A GitHub release allows us to download a snapshot of your project so far. It does not
have to be compiled (because GitHub has a similar file size restriction on binary files),
but it should be ready to compile. If we have to do anything special to compile it,
or if it is not guaranteed to compile on all platforms, you should state this in a
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.