For your final game, you will be working in teams on an idea selected from our suggestion box.
Your goal is to start with a fork of the game6 base code (or, really, any of our base code), and develop a new game which will be released to the public at our our (virtual) December 11th Final Game Live Stream.
To get there, there are a few steps:
We will select ideas from a list of suggestions (created from responses to this form). Selection will proceed in two rounds:
Bonus Ideas: The first game selected in round two gets two bonus ideas, which the team is able to integrate or ignore. The second and onward games selected in this way get one bonus idea, which the team is able to integrate or ignore. Bonus ideas will be taken from the pile of unselected themes.
Make a copy of this google docs planning document and fill in details about your team members and game idea. Please make sure your copy is shared with course staff.
Don't worry if your plans for Vertical Slice and Build Out are a bit sparse -- you'll be revising this document after every checkpoint in the final game.
The prototype demonstrates the key gameplay idea of your game. At this point, assets can be placeholders, and the plot or theme can be minimal. They key is that the core mechanic of your game is playable.
Your game must be playable because we are playtesting in class.
The Vertical Slice is going to show a whole level or area of your game with near-final assets. The idea is to carry over the key gameplay idea from the prototype but place it in a setting and a theme that match your finished game.
We'll be having a "trade show" in class to view the demos, with each team holding a 5min scripted "keynote" (including a demo) followed by a "show floor" playtesting experience.
We may award a "Best of Show" ribbon.
Quite simply, the build out is where you build out the rest of your game. Finish your remaining levels, assets, etc. You shouldn't need to make much new technology and should be focused almost entirely on asset production at this point.
The result of the build out should be a finished game, playable from start-to-end, with completed assets, gameplay, and sound. We'll be swapping builds at this point so that we can all hunt for bugs in each-others games.
A finished game isn't finished until you've created a web page, selection of promotional screenshots, and so on. Also, this time exists so you can fix the game-breaking bugs your classmates will discover while playing your game.
At the end of this sprint, you should have built a web page which hosts screenshots, a description, and -- possibly -- a gameplay video of your game; along with up-to-date builds for MacOS, Windows, and Linux.
On December 11th, we'll run a livestream of all of the final games created in the class. Likely, the stream will consist of example gameplay, team interviews, and audience questions.
The inspirational music for this final game project is the entire Jimike album Manse.