| Assignment Eleven: First game project |
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Note: this procedure has changed since the start of the semester. Please review. Over the first part of the semester, your group has designed and implemented a computer game, and now it is time to turn it in. There are two parts to this:
Game ManualYour game manual should provide a brief explanation of how to play your game, and describe the goal of the game. It's hard to remember that, even though you have been working on your game for a long time, any potential players have never seen it before and are seeing it fresh. Additionally, we want to be able to play your game without having to look at the Game Maker code. The manual should begin with a brief, 1-2 paragraph description of your game, giving a brief overview of the fictional background of the game, as well as the style of gameplay, the genre of game, and the goal of the player. This can reuse text from your game concept document. The manual should describe which keys/joystick controls perform what actions within the game. For example, if the arrow keys move the player's avatar, put that in the manual. If the space bar causes a bullet to fire, state that too. If the game has any "cheat" keys (this is not required), make sure you list those as well. So, in summary, turn in with the game, typed and printed out:
Your manual is worth 10% of your final project grade. Make sure you turn it in! Game Demonstrations In ClassGames considered to have substantially above average design merit will be included in the final round of demonstrations in front of the entire class on Monday, October 26, 2009. These games may also be deomonstrated during dead week in class, where we anticipate having external judges present, and where prizes will be awarded to the best games produced in the class.
Due date: October 23, 2009 |