Technical Requirements for Final

As requested, below are the formal technical requirements for the final game project:

  • Starting Screen with button activation to start game.
  • Reload and/or Game Over Screen with custom (non-default) assets for any/all Kill-States.
  • Works cited bibliography for any/all game assets (sprites, music, background noises, GUI objects, custom scripts, asset packages, etc).
  • At least FOUR game objects that have been made by you.
  • Instances of game design techniques that we’ve covered in class including character movement, sprite animation, simple collision, and triggered events.
  • Final Build of the game with all project files bundled together.

Additionally you should also have all of your custom inventory object completed by the 13th at the start of our final meeting. As stated in the syllabus, you are required to make FIVE unique game assets that can be accessed via the class dropbox folder.

Game Design 1 Final Prompt

Hey All:

As we approach the end of the semester it’s time to start thinking about our final project. So here it is:

Make a 2D game about a place you fear. This “place” can be an actual physical location, it can be a metaphorical location, it can be a place you’ve never visited, or a place that you know very well.

The game should include at least FOUR visible or auditory assets that you’ve made using tools we’ve made in class or outside knowledge. You can use other materials from the web but you MUST cite these sources and include them in a printed bibliography handed to me during the final class time (using MLA citations).

For next week (April 21st) I want you to bring in a short 5-10 minute presentation about your game idea. This should include sketches of the assets you want to include, and a general outline of your gameplay mechanic. Presentations should be delivered in a professional manner and be contained within a single document (PDF, Powerpoint, Keynote, etc.).

We’ll discuss this further in class, but looking forward to hearing all of your great ideas!

 

Game Design Case Study 2 – List of Games

Hey All:

As discussed, we’re going to do another round of game design case studies as part of our class. This time around, however, we’re not going to look at “classic” games, but instead look at things a bit more contemporary. That being said, I’m going to make a shorter list and I’ll have two students select the same game. I’ll update the list on a first come first serve basis. Also, these games are mostly going to be for sale for a small amount or I will provide a private download link so please keep that in mind. OK, here’s the list!

Once you’ve selected your game, play for at least 30 minuets and then write a minimum 300 word response/analysis of the game. Include thoughts on the design, the gameplay, the sound, the feel, everything! Also, make sure that the text is formal — avoiding casual language like “kinda” or “stupid” or “idk” etc.

Please let me know which game you want and looking forward to talking next week.

Spring Break!

Hey All:

I know I mentioned to you that I’d want you to watch a tutorial over the break. So here they are is:

Please watch both modules on the right hand side of the page labeled “Using the Unity Interface” and “Unity for 2D.” Each section is a short video that explains some very important material for getting started with Unity.

In order to show me that you have watched these tutorials, please send me:

  • One sliced character sprite/tile sheet that you’ve made in Aseprite. (example of Character Sprite Sheet, but you might only have a front, left, and right “pose”)
  • One GameObject in your scene using your sprite sheet.
  • Three Background, Floor, or Foreground GameObjects laid out in your scene in proper layers.

All of these should be organized in a Unity Project Folder (that you create at start-up), and zipped/compressed to me by Tuesday at Midnight. Starting the week when we get back we’re going to go through some of these processes together, and start to also include some movement.

If you have any questions, please let me know and I’ll get back to you as quickly as I can.

 

Game Design Case Study List of Games

For you next assignment, you’ll need to play up to a 1/2 hour of a game chosen from the list below. These games are first come first serve, and will be marked as taken when they have been selected (as best as I can keep up). To choose a game, email me your first and second choice. The following links are to ROM emulation files for you to download and play on your local machine. Many of the games can even be played in the browser. If not, please acquire the appropriate emulation software (there should be directions on each page). If you have questions about this please ask.

Once you’ve selected and played your game, write a 300 word (minimum) analysis of the game play, art style, storyline, character development, music, and any other aspects of the game that caught your attention. These can either be favorable views or raving criticisms, but they should be carefully and clearly articulated. Bring these reviews to class, typed and printed to turn in.

Twine Games

Hey all:

Great discussion and conversation last class. Many of you have already asked for links to the Twine games we looked at during class so here they are:

A Kiss: http://www.logolalia.com/hypertexts/a-kiss.html

Howling Dogs:  http://aliendovecote.com/uploads/twine/howlingdogs/howlingdogs.html#2o

Terror Aboard the Speedwell: https://jgwaltneiv.itch.io/the-terror-aboard-the-speedwell (this game isn’t free but is pay what you want)

Also, here is the website for Twine: https://twinery.org/

And the wiki for getting started: http://twinery.org/wiki/twine2:guide

If you have further questions about these works, or other games made in twine please feel free to ask.

Folktale Card Game Design Micro-Assignment

Based on work performed in your small groups, create a 15 minute presentation on a card game you’ve designed. In this presentation you should have:

  • Tile, Number of Players, Age range of players
  • Number of Cards
  • Number of Players
  • Drawing of Field of Play
  • Number of Cards in Player’s Hand
    • dynamics for card draw and discarding
  • Card Types and Card differences
  • Win State
    • Lose State
  • Backstory / Mythology Explanation
  • Turn / Round game play
    • Average time of Game
  • Preliminary Designs for card layout
  • Other Game Play Dynamics (optional)

Incorporate these into one document, power point presentation, or PDF and present to the class next week.

Introduction and Syllabus

Hello Game Design 1 Students!

First and foremost here is the link to the syllabus for the class. Please make sure to download this PDF for future reference. The syllabus will inevitably change and shift over the semester so I will update the document as best as I can, or else post new PDFs.

Secondly, please make sure that you bookmark the main page in order to easily access micro-assignments postings and other updates for the class. I’ll also occasionally post readings, links, and other items related to the course. So please make sure to check this site often. I’ll send reminders via your school email about important posts when they are published.

Looking forward to great semester and if you have any questions, please don’t hesitate to send me a message.