Computer Programming II :: Projects :: The Game
Game Analysis Rubric
Game Plan Rubric
Game Story Rubric
Game Art Rubric
Final Game Rubric
Brainstorm Due: Feb 21
Game Analysis Due: Mar 1
Game Plan Due: Mar 16
Timeline Due: Mar 20
Story Due: Apr 5
Art Due: Apr 20
Final Game Due: May 11
Your group will be creating a videogame following a model used by videogame companies. Your group will need to nominate a project leader as well as figure out everyone's role within the group. Once you have your game idea a great place to check out is Tuts+ as they have a number of great game design tutorials and the Extra Credits series on YouTube. One tutorial you may want to check out no matter what type of game you are making is their Tiled tutorial for creating maps for your game. Tiled can be pretty complex, though, so if you don't plan on making huge maps try checking out this YouTube video on how to build your own map editor in Unity.
You will need to follow these steps before beginning your project:
Brainstorm: Write down ALL of your ideas for the game. Even if you don't initially think they are good ideas they should be written down. Ideas can be removed at a later time.
Research: Each group will be assigned time in class to research videogames. This time should be used to find game ideas and rule in/out ideas generated during the brainstorming session. Mr. Miller will bring in videogames for you to play if you request he do so at least one day ahead of time. You can see a list of all of Mr. Miller's games at the site below. Every group member must complete a game analysis of at least one game.
Early videogames or games that try to mimic early videogames.
- Root Beer Tapper (1983) - Arcade
- Spy Hunter (1983) - Arcade
- Rampage (1986) - Arcade
- Ikaruga (2003) - GameCube
- Fix-It Felix Jr. (2012) - iOS
Old-School Role-Playing Games
Old-school RPGs are more closely related to the tabletop RPGs such as Dungeons & Dragons than more recent counterparts. They were mainly created by videogame companies from Japan so they also bear the moniker JRPGs. Old-school RPGs place a lot of emphasis on the statistics that determine how battles progress. Check out this article on how to make great boss battles for your RPG. You can also watch this video series on YouTube for some ideas about making a 2D RPG in Unity.
- Final Fantasy III (1994) - Super Nintendo
- Chrono Trigger (1995) - Super Nintendo
- Paper Mario: The Thousand-Year Door (2004) - GameCube
- Final Fantasy XII (2006) - Playstation 2
- Kingdom Hearts II (2006) - Playstation 2
Modern Role-Playing Games
Although the line between old-school RPGs and modern RPGs has blurred in recent years the main difference is that modern RPGs hide many of the stats from the player and include more action. Check out this YouTube series for a tutorial on creating a Diablo-type RPG.
- Star Wars: Knights of the Old Republic (2003) - Xbox
- Fable (2004) - Xbox
- Bioshock (2007) - Xbox 360
- Fallout 3 (2008) - Xbox 360
- The Elder Scrolls V: Skyrim (2011) - Xbox 360
Tactical Role-Playing Games
A tactical RPG generally takes place on a grid and is similar to a strategy board game. The player moves his characters into position to attack and alternates turns with his opponent. Check out this blog for a number of posts about creating a tactical RPG.
- Ogre Battle 64: Person of Lordly Caliber (2000) - Nintendo 64
- Final Fantasy Tactics Advance (2003) - Game Boy Advance
- Fire Emblem (2003) - Game Boy Advance
- Fire Emblem: Path of Radiance (2005) - GameCube
- Disgaea 2: Cursed Memories (2006) - Playstation 2
Mario introduced the platformer, which involves the player running and jumping through a level to reach the end. Read this article for a great in-depth explanation on creating a 2D platformer. Unity has a 45-minute video about creating a 2D platformer that may be helpful as well.
- Donkey Kong Country (1994) - Super Nintendo
- Super Mario World 2: Yoshi's Island (1995) - Super Nintendo
- Mega Man X5 (2001) - Playstation
- Eduardo the Samurai Toaster (2009) - Nintendo Wii
- New Super Mario Bros. Wii (2009) - Nintendo Wii
3D platformers involve goals just like their 2D counterparts, but the three-dimensional world provides more freedom and variety. You can check out this video for information on starting a 3D platformer in Unity. There are more videos in the series from the same user.
- Super Mario 64 (1996) - Nintendo 64
- Banjo-Kazzoie (1998) - Nintendo 64
- Conker's Bad Fur Day (2001) - Nintendo 64
- Super Mario Sunshine (2002) - GameCube
- Super Mario Galaxy (2007) - Nintendo Wii
This is a broad category of videogames, but generally includes a world to explore and a lot of action. You can use the 2D or 3D platformer tutorials to create an action game in Unity as well.
- Super Castlevania IV (1991) - Super Nintendo
- The Legend of Zelda: A Link to the Past (1992) - Super Nintendo
- Super Metroid (1994) - Super Nintendo
- The Legend of Zelda: Majora's Mask (2000) - Nintendo 64
- Shadow of the Colossus (2005) - Playstation 2
FPS games show the action from the player's point of view. You can check out this official Unity tutorial to learn how to make a first-person shooter in Unity.
- Goldeneye (1997) - Nintendo 64
- Perfect Dark (2000) - Nintendo 64
- Metal of Honor Frontline (2002) - Playstation 2
- Halo 2 (2004) - Xbox
- Bioshock (2007) - Xbox 360
While less common than first-person shooters, third-person shooters are similar, but show the action from an over-the-shoulder perspective. You can check out this video series for help creating a third-person shooter in Unity.
- Metal Gear Solid (1998) - Playstation
- Metroid Prime (2002) - GameCube
- Tom Clancy's Splinter Cell Pandora Tomorrow (2004) - Xbox
- Resident Evil 4 (2005) - GameCube
- Resident Evil 5 (2009) - Xbox 360
Stealth games tend to focus on the player sneaking around unseen as oppossed to fighting every enemy. You can use tutorials from platformers or shooters depending on the type of stealth game you plan to make.
- Metal Gear (1987) - Nintendo
- Hitman 2: Silent Assassin (2002) - Playstation 2
- Tom Clancy's Splinter Cell (2002) - Xbox
- Batman: Arkham Asylum (2009) - Xbox 360
- Tiny Thief (2013) - iOS
These games are based in the air or space. If you just plan on flying around with no fighting you can check out this video for some ideas.
- Pilotwings (1991) - Super Nintendo
- Desert Strike: Return to the Gulf (1994) - Game Gear
- Star Fox 64 (1997) - Nintendo 64
- Star Wars Rogue Leader (2001) - GameCube
- Star Wars Rogue Squadron III: Rebel Strike (2003) - GameCube
- Cruisn' USA (1996) - Nintendo 64
- Beetle Adventure Racing (1999) - Nintendo 64
- NASCAR Thunder 2003 (2002) - GameCube
- Need for Speed Underground Rivals (2005) - Sony PSP
- Project Gotham Racing 4 (2007) - Xbox 360
Racing that does not attempt to be realistic. Read this article for a way to implement AI in a racing game. You can use the same tutorial from realistic racing games for fantasy racing.
- Stunt Race FX (1994) - Super Nintendo
- Wave Race 64 (1996) - Nintendo 64
- Crazy Taxi (2000) - Sega Dreamcast
- F-Zero GX (2003) - GameCube
- Excite Truck (2006) - Nintendo Wii
Racing where players race in go-karts and attack each other with weapons. Read this article for a way to implement AI in a racing game. You can use the same tutorial from realistic racing games for kart racing.
- Super Mario Kart (1992) - Super Nintendo
- Mario Kart 64 (1997) - Nintendo 64
- Crash Team Racing (1999) - Playstation
- Mario Kart: Double Dash (2003) - GameCube
- Mario Kart Wii (2008) - Nintendo Wii
Games that attempt to scare the player. You can use a platformer or shooter tutorial for a horror game.
- The House of the Dead 2 (1999) - Sega Dreamcast
- Silent Hill (1999) - Playstation
- Resident Evil 3: Nemesis (2000) - Sega Dreamcast
- Eternal Darkness: Sanity's Requiem (2002) - GameCube
- Resident Evil 4 (2005) - GameCube
Games that may or may not contain an end as they simulate a real-life activity.
- Harvest Moon 64 (1999) - Nintendo 64
- SimCity 2000 (1999) - Macintosh
- The Sims (2000) - Macintosh
- Animal Crossing (2002) - GameCube
- Tiny Tower (2011) - iOS
Games that force the player to think through their actions to complete levels. Read this book excerpt for some tips on creating strategy games.
- Civilization III (2002) - Macintosh
- Katamari Damacy (2004) - Playstation 2
- Advance Wars: Dual Strike (2005) - Nintendo DS
- Worms (2007) - Xbox 360
- Starbase Orion (2011) - iOS
Real-Time Strategy Games
Games that force the player to think through their actions in real time. Read this article for a way to implement path finding in a real-time strategy game. Another popular method for path finding is the A* method.
- Lemmings (1992) - Super Nintendo
- Command & Conquer (1995) - Macintosh
- Starcraft (1999) - Macintosh
- Pikmin (2001) - GameCube
- Warcraft III: The Frozen Throne (2003) - Macintosh
Games that involve problem-solving skills and require logic, pattern recognition, and/or word completion.
- Tetris (1989) - Game Boy
- Yoshi's Cookie (1993) - Game Boy
- WarioWare: Touched (2005) - Nintendo DS
- Scribblenauts (2009) - Nintendo DS
- Cut the Rope (2010) - iOS
Games that try to simulate a sport.
- Tecmo Super Bowl (1993) - Super Nintendo
- NHL '94 (1994) - Super Nintendo
- Virtua Tennis (2000) - Sega Dreamcast
- Madden 2003 (2002) - GameCube
- NBA 2K11 (2010) - Xbox 360
Games that try to simulate an extreme sport.
- Excitebike (1985) - Nintendo
- 1080° Snowboarding (1998) - Nintendo 64
- Jet Grind Radio (2000) - Sega Dreamcast
- Tony Hawk's Pro Skater 2 (2000) - Sega Dreamcast
- Tony Hawk's Underground (2003) - GameCube
Games that feature power-ups or exaggerated sports action.
- Mike Tyson's Punch-Out (1987) - Nintendo
- NBA Jam (1994) - Super Nintendo
- Mario Tennis (2000) - Nintendo 64
- MLB Slugfest 20-04 (2003) - GameCube
- Wii Sports (2006) - Nintendo Wii
Games that allow the player to explore the world at their leisure. Read this article for a good explanation of these games.
- Shenmue (2000) - Sega Dreamcast
- Grand Theft Auto: Vice City (2002) - Playstation 2
- Fable (2004) - Xbox
- The Godfather (2006) - Xbox
- The Elder Scrolls V: Skyrim (2011) - Xbox 360
Games that emphasize multi-player action.
- Bomberman '93 (1993) - TurboGrafx-16
- Mario Party 2 (2000) - Nintendo 64
- Pac Man Vs. (2003) - GameCube / Game Boy Advance
- Super Monkey Ball: Banana Blitz (2006) - Nintendo Wii
- Boom Blox (2008) - Nintendo Wii
Games feature the player scrolling through levels beating up weak opponents.
- Double Dragon (1988) - Nintendo
- P.O.W.: Prisoners of War (1989) - Nintendo
- Teenage Mutant Ninja Turtles (1989) - Arcade
- Streets of Rage (1991) - Sega Genesis
- Viewtiful Joe (2003) - GameCube
Games that emphasize fighting in an arena. Check out this tutorial about creating a 2D fighting game.
- Mortal Kombat (1993) - Sega Genesis
- Street Fighter II Turbo (1993) - Super Nintendo
- Power Stone (1999) - Sega Dreamcast
- Super Smash Bros. Melee (2001) - GameCube
- Soul Calibur IV (2008) - Xbox 360
Games that feature music playing.
- Donkey Konga (2004) - GameCube
- Donkey Kong Jungle Beat (2005) - GameCube
- Guitar Hero III: Legends of Rock (2007) - Nintendo Wii
- Rock Band (2008) - Nintendo Wii
- Beatles Rock Band (2009) - Nintendo Wii
Game Plan: Add and remove ideas from your brainstorming list and come up with your final list of game ideas. Your game plan should detail the following items:
- Create a plan for sharing ALL items associated with your game. An absence of one group member should not affect the group's ability to access something.
- Talk about the target audience of your game. More specifically, who would be interested in playing your game?
- Explain the features you plan to include for your game.
- Explain the rules, objectives, and outcomes for your game.
- Explain how your game will be learnable. Include a good and a bad example of learnability in videogames similar to the game you are making. Include screenshots to better explain your point.
- Explain how elements of your game will be visible. Include a good and a bad example of visibility in videogames similar to the game you are making. Include screenshots to better explain your point.
- Explain how your game will be efficient. Include a good and a bad example of efficiency in videogames similar to the game you are making. Include screenshots to better explain your point.
- Explain how your game will deal with errors. Include a good and a bad example of error control in videogames similar to the game you are making. Include screenshots to better explain your point.
- Explain how your game will utilize an in-game economy, if necessary.
- Explain the reward system in your game.
- Explain the game mechanics of your game.
- Create a prototype of your game utilizing the game mechanics.
Timeline: Prioritize your list of game ideas and come up with a timeline that will allow you to finish on time and gives you at least a school week to test for bugs. When you add something to the timeline draw an arrow to the right that spans the weeks you believe you will need to work on it.
Story Design: Come up with characters and a backstory for each important character. A story should guide the action of your game and should be planned. The book Interactive Storytelling for Video Games is a helpful resource that you can check out on Mr. Miller's bookshelf. Create a truth table to model important game events and how the player's actions will dictate those events. A preliminary spritesheet or character model should be developed for each major character.
Game Art: Choose fonts for your game and justify your font choices. Explain how your game will be laid out including the game's graphical user interface. Include information about color, perspective, and art style (2D, 2.5D, 3D) and include sketches or mock-ups of the game environment and other important aspects of the game. Create animations in Unity for your characters.
Flowchart: Create a flowchart that dictates how a player will progress through your game. The chart should include all levels, minigames, and potential battle situations. Below is an example flowchart from the Xbox game Ikaroids:
You should also create a code flowchart that goes into more detail that your game flowchart. This flowchart does not have to be turned in until the final game is due.
The Code: Break your code up into methods to avoid having really long methods. You should use primitive variable types (int, bool, char, double, etc.) as well as constants and user-defined data types. You should create a system to test your game. Part of that system should be outputting information to the console, but you should also build a debugging system into your game to display helpful information while you are testing.
The Pitch: You will have to present your final game to the class. As a part of this effort you will create a trailer to help promote your game. This trailer will be used on the videogame cabinet if your game is good enough to be put on the arcade.
Part of the grade for this project is based on effort. If you think there is nothing for you to work on ask your group members if there is anything you can do. If there isn't anything for you to work on you should be working on your final project, which will be posted after spring break. Your effort on this project, from the perspective of Mr. Miller and your group members, makes up 25% of the overall grade for the project.
- Read the rubric. It has the specific requirements.
- TEST YOUR GAME! You should not do this on the last day of the project because you won't have enough time to fix the bugs. You should set aside at least two full class periods for debugging although you may need more.