Part C: Game Prototype
After your game pitch, you will written a game design document for Part B that discusses your prototype plans in detail. Using your game design document, you must now develop a small functional prototype that showcases one scene (that acts as a small area or level).
How big should the prototype be?
• Your prototype should use one scene in Unity with a few triggers and events to showcase elements of your game idea. Additional scenes are allowed, however focus on perfecting one scene first.
• Here are some examples of different prototypes:
o Lab 9-10 – this is a good example of a prototype for this course for a platform game in 3D. It has running, jumping, a trigger to open a door, a trigger to increase player speed, a trigger to spawn enemies, collisions to cause death, and events causing enemies to patrol a simple pattern.
o Lecture 8 example – this is an OK example of a prototype with triggers and events causing characters to respond and output dialogue on the screen interface.
o Also view the previous student prototypes available in Moodle.
• Examples for different genres:
o RPG: an option would be to showcase a small village with a few characters you can talk to, with a couple of game mechanics – rather than showcasing an intricate RPG combat system.
? RPG: Alternatively, an option could be to focus only on the combat aspect, with some sort of experience point interface event as you defeat enemies.
o Shooter or Racing: the markers will probably expect that your prototype will have at least some shooting or racing respectively. But do not forget that the assignment also requires events, such as time limits, scores, and/or collisions to trigger an event.
o Platformer: at a minimum some platforms and jumping should be involved in your prototype, and events such as time limits, scores, enemy patrols, and/or collisions to trigger the event.
What are event and triggers?
• You will learn more about these in lectures 6 to 10, as well as some labs from 5 to 10.
o Essentially, an Event is when something happens that causes a certain piece of code to run.
? The event is said to have been triggered by something in the game.
• Examples to trigger an event in Unity:
o Input supplied by the player via controls or interface selections.
? Eg: Push a key to open a door, pick up an object, or throw a grenade.
o Two (or more) objects (with collider components) collided.
? Eg: Player touches an enemy and gets hurt. Player stands on a switch and a door opens. Player picks up a coin, and their score increases.
o Player touched a triggerable collider (through a collider component).
? Eg: Player enters an area and enemies spawn, or a person talks to them.
o Artificial Intelligence programmed to execute code regularly.
? Eg: Enemy scripted to moves towards the player slowly. Enemy has a set patrol path.
Remember: the core mechanics and scripted events of your game will really show proof of your game concept in the prototype assignment.
Beginning Part C:
To ensure consistency and standards for markers:
• You MUST download the zipped project template from Moodle and begin your prototype on that file. o If you do not use this file as the starting point for your prototype, your assignment will NOT be marked.
• You MUST use Unity version 2019.2.17f1 to edit your project. It is available in Moodle to download. o If you do not use Unity version 2019.2.17f1 to edit your project, your assignment will NOT be marked.
• Download the “3D Project Template” from Moodle in the Part C section of Assessments. o (If you have been approved to create a 2D game, download the 2D Project Template instead)
• Unzip the file to a safe location.
• You should see a folder called “StudentID-GameName”.
• Rename that folder to your actual student number followed by the name of your game. This is your Prototype project folder.
o (example: 30126565-ThunderRun).
• Take note of the location of your Prototype project folder. o You will need it for adding the project to the Unity Hub and, o Upon completion of your assignment you need to zip this entire project folder for submission.
• Open Unity Hub.
• Click Add.
• Browse to the folder location, and click on your named Prototype project folder, then click “Select Folder”.
• It should now be in the list of Projects in the Unity Hub.
• Click on the name of your Prototype project to load it into Unity for editing.
• In the Project Tab folders have already been set up for you.
(depending on Unity preferences, your project tab will look like one of the screenshots to the right) ?
• You must store Assets in these folders as outlined below:
o Downloaded Assets – To store any external assets downloaded from the internet / Unity asset store. Assets that you did not create yourself.
o My Self-Created Assets – To store assets you create yourself for your game. Materials, Sprites, Interface art, 3D Models, Prefabs, Terrain, etc. If you did not create it yourself, do not place it in this folder or its child folders.
? 4 x Art Assets – to store the 4 required self-created Art Assets.
? Scripts – to store any C# scripts that you have created yourself.
? Scenes – This folder already contains a scene called “MainScene”. Your main prototype scene must be built in this scene. You should also store any additional scenes you make if required.
o Packages – created by default for Unity. Do not remove, but you can ignore it during development.
Part C Requirements:
There are a number of requirements that you must adhere to when completing this assessment task:
• You MUST download the zipped project template from Moodle and begin your prototype using that file.
• You MUST use Unity version 2019.2.17f1 to develop your prototype. It is available in Moodle to download.
o Do not use any other game engine or version of Unity.
• Art Assets – self-developed
o It is expected that you can develop your own 2D and 3D art assets that are appropriate for your game dimension (2D or 3D). Remember that creating a 3D game is highly recommended.
? 2D games must have at least four 2D assets (not just primitive shapes) created by yourself. Static sprites, world terrain and interface art are the most likely choices here.
? 3D games should have at least four assets (not just primitive shapes) created by yourself in 2D (materials and/or interface art), 3D (meshes), and/or even a world terrain (3D level mesh or Unity terrain).
? All art assets you create MUST be placed in your “4 x Art Assets” project folder in Unity.
• If you create more than 4, please place them in this folder also.
? All art assets you create need to be listed in your report (see next page).
o GIMP can be used to develop 2D assets (see Lab 1 for GIMP instructions).
? You can use alternatives like Photoshop for your assignment but there will be no labs exploring this alternative.
o Blender can be used to develop 3D assets (see Labs 2 and 3 for Blender instructions).
? You can use alternatives like 3ds Max or Maya for your assignment but there will be no labs exploring these alternatives.
o Unity can be used to develop a Terrain (see Lab 6 for Unity 3D Terrain). Primitive objects can be placed in Unity, but will receive a low score, unless arranged into an elaborate scene.
• C# Scripts – self-developed
o It is expected that you can develop your own scripts to create new events and behaviours in your prototype (see Labs 4 to 10, and Lecture Projects 8 and 10, regarding developing simple games and triggered events in Unity).
? All scripts you create MUST be placed in your “Scripts” project folder in Unity.
o The controllers that come in the Standard Assets package are useful and can be used in your prototype to control characters, objects, and/or vehicles, but you must create your own triggers and/or collisions.
o For the highest scripting marks, you need at least 3 self-created triggers/collisions. 2 or less will reduce your marks, as per the marking rubric.
• Other Assets – sourced online
o Unity has a huge library of over 5000 free premade assets you can import and use, and not limited to just art assets (see Labs 4 to 10 regarding Unity and Moodle Resources links to free assets).
o It is acceptable to source additional external assets if needed, but they should be completely free to use (under Creative Commons 0 licensing) and MUST be linked to in your brief report.
o External premade assets sourced online MUST be placed in your “Downloaded Assets” project folder in Unity. This includes Unity’s own “Standard Assets”.
o External premade assets source online should be used appropriately within your prototype.
• Game Prototype Development:
o Take note of the rules first established for the prototype in Part B on page 5 of this document.
o Scene(s) & Objects – Begin working on your prototype scene with the Prototype template (as outlined on page 12 of this document), and the scene called “MainScene”.
? Aim for gngaging use of Objects (your own four created assets, plus additional sourced free assets) including 3D objects (or 2D sprites and backgrounds) such as the player, props, cameras and light sources to create your scene.
? These objects will have components and scripts attached to create the mechanics of your game, and multiple instances of the same object should be created from prefabs
o Materials (3D only) - placed on game Objects to distinguish them apart from one another.
o Layers (2D only) - if you are approved to build a 2D game, layers should be used appropriately to distinguish foreground, middle ground and background elements.
o Components - Components should be added to your game Objects where appropriate such as an Animator, Rigidbody, Collider, Particle System, Audio, etc.
? Transform is a required component and is not considered for marking purposes.
o Scripts - Written in C#. At a minimum, scripts must be used to give user control over the player character/object, and create one event.
? Three triggerable and/or collision events will gain the highest mark.
? Ideally, you will use Scripts to trigger multiple events, collision detection and control the interface elements below.
o UI (User Interface) Elements - At least one Unity UI element such as UI Text and Buttons, which should be scripted to control their functionality. Try to make it visually pleasing.
? Examples: scoring system, ammunition left, chat dialogue or another interface element.
• Brief Report
o You should also submit a report detailing what you have done. A template is provided on Moodle to make this easier for both you and your marker. This must briefly address:
? A list of art assets that you developed yourself, and any premade assets (such as Unity’s standard asset packages and free assets from the Unity store) or external assets (found online) used in the project and their source.
? An overview of all of the scripts which have been created and which game object(s) each one is attached to.
? Any limitations or known bugs in the game. Unacknowledged bugs detected during marking will be taken as evidence of insufficient testing. Bugs that have been documented in this report will receive more leniency in marking than those that are unacknowledged.
? Any major aspects of the game which have changed since your game design document, explaining why this has occurred.
? A list of events and gameplay actions that can occur in your prototype.
Plagiarism is the presentation of the expressed thought or work of another person as though it is one's own without properly acknowledging that person. You must not allow other students to copy your work and must take care to safeguard against this happening. More information about the plagiarism policy and procedure for the university can be found at http://federation.edu.au/students/learning-and-study/online-help-with/plagiarism.
Part C Submission
When you downloaded the project template for this assignment from Moodle, you should have renamed the project as your student number followed by the name of your game (example: 30126565-ThunderRun).
• Locate this Unity project folder.
• If you are not sure where you placed it: o Open your project in Unity.
o Right-click on Assets from the Project tab.
o Click “Show in Explorer”.
o Your Project folder contents will display.
• ZIP the Unity game prototype project folder (the entire contents will be zipped with it)
If you do not submit your complete Unity Project folder (the source project folder/files that the marker can open within the Unity engine), many criteria of your assignment cannot be marked!
We need to be able to view everything (objects, components, scripts, etc.) in close detail!
Note: Moodle only accepts a maximum of 100mb files for submission.
• If your Project ZIP file is below 100mb: o Submit the ZIP file and your Brief Report to Moodle.
• If your Project ZIP file exceeds 100mb: o Upload the ZIP file to your Federation University OneDrive account and share publicly to Staff and Federation University
? Full instructions to do this are located in the Assignment Part C submission. o Submit your Brief Report to Moodle and provide a OneDrive link to the ZIP file within your Brief Report as per the instructions.
Part C Marking
The marking rubric on the next page assumes that everything in your prototype is working – except prototype features you have specified in your report as a known bug or limitation of your prototype that was too difficult to fix. For example, if a game mechanic is broken, objects collide with no event triggered, or an interface element does not update correctly, then the awarded score for that element may be lower (depending on your report and the complexity of the unfixed problem) than if it was working.
Firstly, markers will look at what you have developed by looking at the pieces that make up your assets and scene(s), as well as how all the objects come together appropriately in your scene(s). The marks are also based on the level of complexity introduced in the lab work. For example, if you developed 3D models yourself that are as complex as or more so than the lab 3 Treasure Chest 3D model, you will score high.
Secondly, markers will actually play through and review your prototype. Creativity is awarded up to two marks for going beyond our expectations. Your unique mechanics and aesthetics will also play a part in determining if your prototype is worth a higher score than just simply replicating a scene similar to the lab work.
Part C Feedback
The marking rubric on the next page shows a scale from excellent to poor, and a zero for not meeting a criteria. Read it carefully to aim for higher grades. You will receive marks and feedback within two weeks of submission, uploaded to your Moodle submission.
Part C Marking Rubric
Self-Developed Art Assets (4 marks max) Four self-made assets are required. These assets can be identified via the report.
Acceptable assets include: 2d sprites/pixel art (for 2d games), 2d textures for 3d models (for 3d games), 2d graphics for interface components (for 2d or 3d games), 3d models (for 3d games), Terrain (For 3d games), Level geometry built in 2d or 3d (for 2d or 3d games).
• At least 4 self-created assets.
• Great 2D art with shading and pseudo 3D (like lab 1 tree and human figure).
• Complex high quality 2d textures (for 3d models) or interface art.
• 3D models with multiple parts at the complexity of the treasure chest (lab 3).
• Interesting terrain and features (like lab 6), but unique (not using standard terrain assets).
• 2D or 3D geometry constructed into very interesting area. Good (3)
• At least 3 self-created assets.
• Decent 2D objects with some shading
• Decent quality 2d textures (for 3d models) or interface art.
• 3D models that are at the complexity of the gold coin and potion bottle (lab 3).
• Interesting terrain and features (like lab 6) using mostly standard assets.
• 2D or 3D geometry constructed into interesting area. Acceptable (2)
• At least 2 self-created assets.
• OK looking 2d art, but could easily be improved (like the cube in lab 1 – unless intentional creative design).
• Decent quality 2d textures for 3d models but visible seams.
• OK 3D models with some complexity beyond primitive shapes, such as the gazebo
• OK looking terrain, standard textures but a little barren. Room for improvement.
• 2D or 3D geometry constructed into usable area. Poor (1)
• Only 1 self-created asset.
• Very simple 2D art.
• Very simple 3D models, like a few primitive shapes pieced together.
• Pretty flat uninteresting barren terrain.
• Flat and poor looking 2d textures for 3d models. None (0)
Scene(s) & Objects (2 marks max) How all the objects come together appropriately in your scene(s) – this is in relation to the complexity the labs went to.
• Scene well-constructed with great placement of objects to fill out the prototype area.
• Good use of Prefabs.
• More interesting than lab scenes. Good (1.5)
• Scene well-constructed with good placement of objects but could still be improved.
• Good use of Prefabs.
• As good as lab scenes Acceptable (1)
• Scene could use more attention and objects to fill out the prototype.
• OK use of Prefabs.
• Could be improved to lab quality. Poor (0.5)
• Scene exists but is lacking in thought and object placement.
• Prefabs not used well.
• Not representative of this course level. None (0)
• Scene missing or empty.
Materials (3d) or
(1 mark max) (3d only) Materials should be considered at a placeholder prototype level.
(2d only) Layers should be used appropriately to distinguish foreground, middle ground and background elements
• Materials applied appropriately to distinguish objects from one another and match the object.
• Layers used to separate foreground, middle ground and background elements Acceptable (0.5)
• Some materials are applied appropriately, while some objects have odd or no materials.
• Layers used to separate at least foreground and background None (0)
• No materials on objects.
• Single layer used.
Components (2 marks max) Components should be used on objects appropriately, such as: Rigidbody (physics), Colliders (physical), Colliders (triggers), Text/Buttons (UI), Animators (object animation), etc.
• Excellent use of many components to control physics, collisions, triggers, UI, audio, etc. Objects act as expected. Good (1.5)
• Good use of most components to control physics, collisions, triggers, UI, audio etc. Objects act as expected most of the time. Acceptable (1)
• Passable use of some components to control physics,
collisions, triggers, UI, audio, etc. Some objects may act unexpectedly. Poor (0.5)
• Components are used, but objects are not acting as the player would expect. None (0)
• No components on objects.
(6 marks max) Must be C#. Are used to for Player Controllers and/or interface control, to Trigger Events, for Collision Events, and to update the Interface.
• Well-chosen or created player controller.
• Player and interface works as expected all of the time.
• Great use of at least 3 student-created triggers and/or collisions to create multiple game events. Good (4.5)
• Well-chosen or created player controller.
• Player and interface works as expected most of the time.
• Good use of at least 2 student-created triggers and/or collisions to create multiple game events. Acceptable (3)
• Appropriately used or created player controller
• Player and interface works as expected some of the time.
• At least a single use of a student-created trigger and/or collision to create a game event. Poor (1.5)
• Student has not created any scripts, but they have appropriately used
a pre-built player controller.
• Triggers and/or collisions not created by the student. None (0)
• No working scripts on objects.
(2 marks max) A basic on-screen interface is expected such as Text interface (eg. score, health, bullets) and possibly buttons (as the labs shown)
• Visible on-screen interface works and updates appropriately via script. Designed impressively. Good (1.5)
• Visible on-screen interface works and updates appropriately via script. Designed a bit more interesting than default UI styles. Acceptable (1)
• Visible on-screen interface works and updates appropriately via script. Designed with default UI styles. Poor (0.5)
• Visible on-screen interface is implemented but is static and does not update via script. None (0)
• No visible on-screen interface at all.
Game Mechanics (2 marks max) Review of the actual game mechanics at a proof of concept level (it should somewhat reflect a playable game)
• Excellent mechanics show off great attention to gameplay and address the proof of game concept. Good (1.5)
• Good mechanics to relevantly address the proof of game concept. Acceptable (1)
• Passable mechanics that give an indication of the proof of game concept. Poor (0.5)
• Some mechanics are present but hard to identify if they address a proof of concept. None (0)
• No working mechanics.
(2 marks max) Aesthetics should be unique and interesting to support the design of your game. Replicating labs aesthetic is worth less marks.
• Excellent unique aesthetics relevant to your game world. Good (1.5)
• Good and somewhat
interesting aesthetics relevant to your game world. Acceptable (1)
• Aesthetics are relevant to your game world, but lack originality or are very similar to labs. Poor (0.5)
• Aesthetics are of low quality, they represent poor design and lack originality. None (0)
• Scene missing or empty.
(2 marks max) Creativity should reflect all unique aspects of the game. If you go beyond the labs, creativity should be awarded higher.
• Has gone beyond expectations of the labs with a very creative and unique prototype. Good (1.5)
• Produced upon the expectations set out in the labs but with some interesting and creative aspects. Acceptable (1)
• Produced similar content to the expectations set out in the labs, but with a little of your own creativity. Poor (0.5)
• Prototype lacked in creativity and was very similar to the lab work. None (0)
• Scene missing or empty.
Brief Report (2 marks max) Report should have all sections filled out. All sourced assets require a link to the exact source webpage.
• Uses template with all sections filled out with thorough detail. Good (1.5)
• Uses template with all sections filled out appropriately. Acceptable (1)
• Uses template but criteria could be addressed more clearly. Poor (0.5)
• Does not use template and/or addresses criteria poorly. None (0)
• No report submitted.