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GAM666/DPS901 Project requirements 20103

97 bytes added, 10:58, 15 September 2010
Project Requirements
= Project Requirements =
Your game involves a real-time audio-visual experience in some sort of 3-D world. The user must be able to control at least some aspects of the game with a controller, and there must be some use of sound, both in the background and in response to some action in your game. The user should have control over which display devices, resolution and input devices are used at any time during the game. Your game may however offer only a subset of the available resolutions and input devices. Finally, your design code must differ significantly from the samples presented in class and you must identify the unique elements of your code in your submissions. Each game is a team effort and . The structure of each team is up to the team members. Each member must contribute their own work in a selected area or areas of their choosing. All members should contribute to the design part of the assignment.
== Phase 1 ==
The first phase is a 200-300 word informal, written proposal of what you intend to implement in your game: what you imagine your game doing. Your description should identify the objects in your game and include one or more illustrations of your design. The illustrations may be hand-drawn and scanned. Included in your illustrations should be a map of what you'd like envisage the 3D world of your game to will look like, with 3-dimensional coordinates of all of the major points in the world. Your map should include all of the "actors" (moving objects) in the world. You should attempt to make identify the coordinates as realistic realistically as possible, being aware that you may need to scale them up or down as you implement your design in code. Accompanying Included in your proposal submission should be the in-class Sprite Animation Sample from the class notes. Your instructor should be able to run this sample directly by opening the executable directly.
The purpose of this first phase is twofold:* to define your game in both scope and detail and thereby to give your instructor some idea of the scope and depth of your design: whether what you intend is too simple, too complex or about right and * to ensure your instructor that you can work with your SVN repository and are ready to focus on implementing your design. Your description submission should enable your instructor to give you corrective feedback and to iron out any glitches with the softwarediscuss your proposal in some depth.
Your team must arrange a time and date to meet with your instructor to discuss your the proposal and to commit the different responsibilities of the team members. This meeting should take place no later than week 6 of the semester, preferably earlier.
== Phase 2 ==
The second phase releases a draft of your game design without sound or input control.
This is your last opportunity to revise amend your proposal, modify your design and obtain your instructor's approval. You will complete your implementation in the third and final phaseto any changes.
== Phase 3 ==
The third phase presents your completed game with sound and input control to the class. Your presentation includes a demonstration of how the game plays along with an explanation of the innovative aspects that your team members have implemented. Each team has no more than 20 minutes to showcase its game.
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