COMP 23: Introduction to Game Development, Fall 2015
Game Project 1: 2D Game Using HTML5, JavaScript, and Phaser
This project is worth 17% of your overall grade.
Overview
The web is a thriving ecosystem for games thanks to platforms like Flash, Silverlight, and more recently, the HTML5. Developers can produce consistent experiences that work on any modern browser, without needing to consider the divergence between operating systems, hardware, and other user-specific concerns. As such, our first group project will be to use Phaser to produce a game that runs using HTML5.
Teams and Games
Team 1: Bowels of Dowling
- Maya Saxena
- Eliza Schreibman
Team 2: Reaper
- Quinn Collins
- Brian Rappaport
- Colin Watts
- Nathan Watts
Team 3: Scarlett's Sheep Saga
- Caitlin Klein
- Trish O'Connor
Team 4: Ancient Earth
- Jason Brillion
- Chase Crumbaugh
- Justin Lee
- Ben Pall
Team 5: Jump Ship
- Yasmine Batniji
- Tom Colgrove
- Mike Yeung
- Tommy Zhu
Team 6: Project Lazarus
- Kevin Dorosh
- Jordan Kemp
- Kevin Liu
- Niketan Patel
Team 7:
- Ben Machlin
- Ariel Serruya
Team 8: BitShift
- Matt Asnes
- Fury
- John Gallagher
- David Taus
- Mike Yang
Team 9: Project Raze
- Jake Caccamo
- Brian O'Keefe
- Samantha Welch
Team 10: Last Contact
- Alena Borisenko
- Greta Jochem
- Jeremy Slavitz
Team 11: Orb
- Sosena Bekele
- Nick Carlino
- Rohun Dhar
- Daniel Pasternak
Team 12: Shooter Blaster
- Yi Ding
- Nick Flores
- Zach Zager
Team 13: No Survivors
- Kenneth Crowell
- Flora Liu
- Alex Nguyen
Expectations
We expect every student in this class to:
- Work effectively in a group of 3-4 contributors
- Use modern agile development practices
- Contribute consistently and impactfully throughout the project
Requirements
- The game must mix two genres.
- The game must be "tune-able" via JSON. For instance, other people can create custom levels / missions for your team's game, or modify enemies, characters, or items.
- The game must have sound. All sound must be chiptune.
- The game must use animated 2D graphics.
Additionally, your game must use two of the following:
- Global scoreboards
- Multiple levels or environments
- Branching storylines
- Realistic or pseudo-realistic 2D physics
Deliverables
- Proposal, Due Thursday, September 17: This must be handed in on paper in class, one-page maximum typed.
- Game Design Document, Due Tuesday, September 22nd: Very similar to the format of the One Button Game Design Document (GDD) but with no length restriction and with no business case.
- Alpha Demo, Due Thursday, October 8th: We expect that each team has "something tangible to show for." It is acceptable for this demo is bug-prone.
- Polished Project 1 Game, Due Tuesday, October 20th: The polished version of your team's first game in this class.
Intellectual Property
All works and ideas are owned by the members of the team. We cannot take ownership of any of your work. We do not have stake or equity in any project created in my classes for that matter.
Assessment
Your game will be assessment on five factors:
- Functionality - We are looking for a game that works and is playable. Remember, a game with fewer features that work is significantly better than a game with numerous features, where some either do not work or are buggy.
- Production - We are looking for a game that is polished (e.g., graphics and sound), consistent (e.g., look-and-feel), and reasonably professional.
- Complexity - The more original your game is, the better. Things that will increase the complexity of your game: realistic collisions, some AI, landscapes, sound, etc.
- Game Design - Is your game fun? Is your user interface easy to understand? Is there good game balance (i.e., not too easy, not too hard)?
- Technical Competency - Use good programming practices, source code in a GitHub repository