Qualification - Higher National Diploma in Computing (RQF)
Unit Name - Games Development
Unit Number - Unit 47
Assignment Title - GAMECOMX - Game Development Competition
Learning Outcome 1: Develop a Game Design Document by evaluating and synthesising game ideas into an original video game concept.
Learning Outcome 2: Use different design and development methodologies with tools and techniques associated with the creation of a video game.
Learning Outcome 3: Work individually and as part of a team to plan and produce a functional video game, including support documentation.
Learning Outcome 4: Evaluate the performance of a video game against its Game Design Document and original concept.
For the past six months you have been working for a leading games design and development studio located in the city centre. During your regular weekly meeting you are told that the studio is running an internal competition called 'GAMECOMX' to give employees an opportunity to design and develop original game ideas. Your manager suggests that this would be a great opportunity for you to demonstrate your capabilities by developing an original game concept. After considering all the options, you and several other colleagues decide to enter the competition.
The competition is divided into four separate stages.
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Stage 1: Proposal
Develop and blend different game-based ideas into an original video game concept. To do this you will need to analyse and combine common elements (such as type, story, characters, environment, levels, gameplay, loops, art, sound, user interface and controls) with your original concept to create a suitable Game Design Document, including a review of any risks that could affect successfully completing your game.
Solution: Basic Elements of a Game Proposal
The game proposal has the following basic points:
Idea for game
Finally most important, the objective for game development.
Firstly you have to find out the buyers for your game,and majorly despite competition find out the uniqueness to make them buy your game. You have the answer to publisher question which they ask you like "will it sell", "to whom", and: why they buy".
The main objective of design offers for explaining the project of planning to design with fully detailing like "how to play", "fun point in the game,"how it is unique" and for developing the tool use. And most importantly the uniqueness should be properly explained.
You should have an approximate 5 pages proposal (1" margin,11 point text, single-spaced), in your proposal, you must have an art concept to describe how the gameplay and look. You can use an unlimited illustrated concept.
The suggested outline follows.
A brief statement of game concept
Starting the concept with one line game key idea. This line cover not only the game description it also covers why it is unique and fun. Let example "game have fast pace platform in which you controlled 1 to 4 character simultaneously" .or "it may like the standard game like chess where one attack the other one can do real-time combat for output determining". Or "we make a game playing in dark like tower defense game". Enlarge the idea in two-line or paragraph.
Explanation of novel idea
A detailed description should give for why this game is unique. Referring to the study using we explain the features which are new in-game. In your game, there might be a unique game mechanism, the unique scheme of control, a unique domain of application, targeting unique users, a unique way to engage creative users, or involved in another way. it's insufficient to make changes only in the original look of games of standard forms. For example " in previous person shooting gameplay by means Jeffrey hall map". So if you decide to make unique you must know about what uniqueness you needed .eg: you decide to propose a unique game-like mechanics, give a proper explanation about the mechanic. The unique feature is good to explain why and there may be enjoyment.
Outline of gameplay
description of the game by considering concerning user's point of view.making concept art reference.sketch game settings. Explain the gameplay up tothe macro stage,notating user starting point, target, and function s. Sketch the gameplay at the macro stage and give a clear view to the player, what he has to do in the play of 10 - second.
The targeted gaming platform should be explained in detail. There will be one mac/PC with a keyboard and mouse and with game controllers. Explain some unique aspects of the platform. One should play the game in whatever computer component present on the computer. So be sure by asking about it.
Development tools to be used
Make a list of development tools. There are c# programming languages and a unity game engine. By combining this with tools to making 2d sprites and audio part making tools. In the list, all this tool should be included. During occasionally and unconvincing conditions you have permission to do use of development engine. You have to talk about this before using it.
Group coordination plan
Explain in a single article the working of a group, how they do together. Probably there will mostly a chance you have to work independently. For making coordination between person it is coordinate with the help of emails or by doing meetings in 1hr/week or GIT LAB for coordinating the operation. Probably there will be a meeting in CAS LAB with 2 long people weekly in which all you have to together work. There should be a commitment from your side for making meetings in one weekly in-person and the total member will be present. Specifying the place or time for the meeting.
Points to consider
The game development you should finish in a given period. For this, you have to buit the game with simplicity by which completion of the game you can achieve within time, make testing, and clear the flaw in a period. The dare in the proposal is to develop a fun, unique game and interesting idea which can be executed in a given period.
With the help of ONQ, your proposal for the game should be submitted. There should be the submission of proposal single copy on behalf of group members. The proposal should be in PDF format. The format proposal should be named on it for example " khadriMarnerMathews.pdf", putting all your group member last name. At 9 pm on the deadline date, your project proposal is due.
You have to contact ONQ for consulting the rubric attach in this project to find out the grading procedure.
In your proposal there should be the following point:
• Describe the buying market about the game, explain the reason to buy, and prove them buyer will ready to buy the game. It is base on the actual research, your view not important or your personal view not needed.
• The explanation of the game must be in detail or in general. On the cover letter, there will be a description of the game to the general language and the detailing of the game in design documents. As you wanted your game to be good, here in this you should be focused on detailing the game.
• Your proposal should give an idea of your capability and qualification for game development.
Stage 2: Build environment review
Establish an appropriate environment in which to design and develop your game. To do this you will need to research and compare different software tools, techniques and methodologies. Once you have reviewed the options you will need to justify your preferred build choices.
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In today's world, the entertainment of the people has to become a serious form in the whole world.
Game development is an important aspect in today's world for entertaining people. There are various tools are available for building the game environment. We will select the best environment by comparing these different tools. The following are some tools that we had to analyze and compared.
1. Unreal Engine 4
In today's gaming market Unreal engines are an excellent tool. This is the most popular tool for building the game. This engine will provide various resources for creating any type of game. This is an open-source environment for the 2D platform.
Unity is also another environment for providing the best quality game. This will depend on the requirement that what you want to create. There are so many advantages of this platform over Unreal which can serve as the deciding factor of this technology. By using this technology we can easily create the game. This is very easy to pick. These tools can target multiple platforms.
For making use of this tool, the user need not require to have the programming knowledge. Users can create games easily by making use of the system which is a point and click. Users can develop a game very quickly and efficiently which does not require the code-intensive system.
For both the 2D and 3D game this Godot engine is best. This environment will produce a large array that contains the most commonly used components and tools. This will make users more focused on game creation. This is also open-source and free for use. The creation of any system by using this tool depends on the user. The online community provides users with full support for gaming.
Blender is the last but not the least. This environment produced the 3d game with minimum effort. Here are 3d packages available. These packages are free. There are tons of features available.
For game development I will use Godot tool. Because it is easy to use and open source software which provides the packages for both 2D and 3D game. 3D games provide the interactive interfaces in today's world.
I had used Greenfoot tool for developing the game because this tool support the java technology with this tool. And this tool provide the support for object oriented concepts. Which is reliable. This is the development environment which is integrated which uses java technology for developing the game. This tool is mainly used to develop the game which is based on educational purpose. Easy development of 2D game is provided by this greenfoot technology which are simulation based and interactive game. It provide easy access of animated graphics, interaction and sound hence it is use to motivate the learners. This environment provide encouragement of exploration and experimentation which is highly interactive. This design provides constructivist and apprenticeship approaches.
This is the development environment which is integrated which uses java technology for developing the game. This tool is mainly used to develop the game which is based on educational purpose. Easy development of 2D game is provided by this greenfoot technology which are simulation based and interactive game. It provide easy access of animated graphics, interaction and sound hence it is use to motivate the learners. This environment provide encouragement of exploration and experimentation which is highly interactive. This design provides constructivist and apprenticeship approaches.
This environment mainly provides concept of abstractionsand object oriented programming like relationship of class and objects, parameters, methods and interactions of objects.
Coding and programming skills for game development
This is the IDE. Multiple languages supported by this ide. It supports the facility of the debugger, editors, and so on. This will help better for creating mobile games for android and ios.
2. GNU Tool Chain
this is an open-source GNU compiler collection which is a bit equal to visual studio. It will support the Linux ecosystem. This is equal to the single coding language. Compiling, debugging, and linking provided by this.
For many gaming organizations, this is an important language. This language is difficult to learn. But it will provide u full access over graphics and hardware.
Java supports multithreading. This will make use of a small memory. And it will make use of most of the CPU time. Java also uses sockets. This will make use of building a multi-user game.
Stage 3: Peer-review and develop
Although you work as part of a team, most of your development will be done individually. However, after you have completed Stage 2 you must prepare and present a formal presentation and peer-review to highlight and explain your game. Interpret and justify any appropriate feedback that can help you refine or improve your work - once completed, continue to develop your game.
Working in game industries it necessary to be updated all the time about the method and recent technology, if not then suddenly you get to know that your skill is outdated and you have to difficult to maintain if any work comes. This is a competitive world, and the learner is always ready to find out the new method of working. There is a start of recent techniques in these industries having new generation Of Comfort is on the shelf, and there is the development of recent technology in video.In this, I help you how to create a portfolio of professional types. With the help of my notes, you can make a powerful portfolio in less time, in a few things with the help of unreal engine 4 brand new.
Model the garage door
In this, there is some modeling method is used like connect edges, chamfer, extrude. I intend to make it in a simple way to my meshes due to my interest in lighting and material things.
With the help of biped like scaling guides, for fragment trim as per detailing, we needed in a shape belonging like a garage door. The main portion has to chamfering edges so that sharp border will be eliminated and allowing the surfaces to hold more light certainly, it gives a superior brand image.
Model the windows
Here for selecting the poly and using the bevel tool for making the frames you have to fastly prepare the windows to row using connect tool and divide the surfaces by 10 to get 10 windows panes.
The poly is affected separately by changing the process from group to poly after this manage the sketch and make the setting to height for making the frame. For creating the depth of frame bevel tool is used.
Build the complete scene
The total scene can be created by me using the same method. My interest is fo the main creating to the point and I am making a rough layout for the better compositions during recreating the editor scene. In this, I am not making the details models because the complete meshes can be put in unreal editors.
During the collection of the scene which is in the editor can be revert back into the file of max.
Model modular pieces
The scene can be created by using modular assets. And this is better for the game engine for reused. This is the modular asset with a color-code. This type of freedom which is creative during the productions. With this, we can make changes when required.
With the image in this as an example, this is a similar asset with the meshes which is green. This can be used for multi-time and through other modular parts for developing the wall of the warehouse.
Stage 4: Demo and evaluation report
As the competition draws to a close you will be issued with a specific date and time during which you will be expected to present and demo your game. Don't forget this is your opportunity to really 'sell' your effort and all your hard work. You should carefully plan and prepare for this demo, consider what features you want to highlight and don't forget to tell the development story (for example: what were your technical challenges, unexpected issues, successes, failures, etc.). Once you have completed your demo you will need to provide an appropriate, documented evaluation of the game (including a copy of your fully commented source code) and an installable (and executable) version of your video game.
Stage 4: Prepping modular pieces
The editor of the game required the modular asset which can be built suitably for the user. Explode view with the complete asset of modular can be shown by the image. And you should have to delete all the duplicate which is not required for a long time. The snap with the other meshes can be very easy with the well-settled axis. And the snaps can be taken from the left-hand base corner of the total asset.
Every mesh must be in the center at zero position and is very vital before it exporting. And during the asset importing from the editors, it will stop the error in the positions. And as when the axis of the asset gets offset then it is very critical to the asset for proper position. This Importing of .fbx files from unreal 4. Due to that, the 3ds max exporting can be easy.
By the selected asset you can choose files>exports and the project location asset can be named, by selecting the .fbx for type. You should take the setting of exports as the defaults.
Spline modeling: Meshes with Bezier curves
This is a strong tool for modeling of the spline. This can permit the meshes changes with the help of Bezier curves. Staircase handrails are very fine and can be used in the image. And also for developing the wires for dangling. It can also create the coordinates of mapping automatically. This should be the timesaver that is real.
In the development of the game engine, the powerful tool is known as the game engine. This is by the game developer. This engine tool used by the developer from the last 20 years. This tool related to the software layer. The focus on the experiment related to the games and their logic by the developer, this game engine helps the developer and it is the software layer. Most of the developer uses the commercial version of the game engine. This commercial version having the advance rendering technology and also reused the code. By the use of this version, the cost for the development of the game can be minimized and also minimize the game developing time. Sherrod explains this in a way that "it is a framework having collections of various tool and the utility, and also the interface which can hide the details of the different task and by which the developer develop the video games". This is the basic game structure. This is present in the middle layer. This layer present between the application layer and the different platforms. The Game engine is generally a term used by the researchers. They can also use the term as a game development framework. In this case study, the game engine is the tool for the developer by which the developers used tools like functionality and the other features which are used for any software games. The advance and the modern engine tool having a preliminary tool for game designing such as scripting, rendering, artificial intelligence, animations, audio, physics, and also networking. The survey can be done for the serious development of games on the game engine and framework by the Cowan and Kpralos. All the available commercial games can be compared to them.
Games that are developed by the developer must be checked with the quality control. in this testing every mechanics and features of the game, is required to be check before used. And thoroughly untested games can not be used for the Alpha release. Following are some points by which the testing can be done:
Can overall rendering on the screen?Buggy levels are there?Walking is possible on the wall?Any features for the exploitation of the game?
Polyester having various types. The stress test can be done by one of the polyesters with running to wall hundreds. And if it is not done then attempt for break game on thousands of times. The fun factor is also tested by the polyester for the game which is very hard or very easy. And if it is satisfied then complete the total game. The game cannot sell the copies of the game without fun factor testing.
And many hours of the testing process, the game will be ready for release i.e. late alpha and also release the beta version. And it all depends on the fine features of the game. Then the game is ready for the public uses.