Course Outline
Grade 12 Video Game Design is a course that expands on the grade 11 curriculum. In this year, we will be utilizing the Unity game engine, this is an engine that is used by many professional game design companies around the world, and in the Okanagan region as well. The student will have the opportunity to build some example games in Unity noting the similarities and differences between zero and Unity and then have an opportunity to create their own final project.
Course outcomes:
The student is expected to develop skills in the following areas:
Evaluation:
In this course you will be evaluated on project work, and tutorial assignments. Some work will be marked based on completion (assignment work) and other work will be assessed based on individuated criteria. The breakdown of the marks is as follows:
Roll a ball /5%
Mini Projects /5%
2D Game Creation /10%
2D Roguelike /10%
Space shooter /5%
Procedural Cave /5%
Survival Shooter /10%
Final Game /50%
Course outcomes:
The student is expected to develop skills in the following areas:
- Gain a working knowledge of the components of the Unity Game Engine
- Sprite development
- Collision events
- Background and music
- Gravity
- Physics effects
- Level Setup
- Create example games with existing sprites and components to quickly create a functioning game.
- Working in a team or independently, develop a game concept and execute it from start to finish.
Evaluation:
In this course you will be evaluated on project work, and tutorial assignments. Some work will be marked based on completion (assignment work) and other work will be assessed based on individuated criteria. The breakdown of the marks is as follows:
Roll a ball /5%
Mini Projects /5%
2D Game Creation /10%
2D Roguelike /10%
Space shooter /5%
Procedural Cave /5%
Survival Shooter /10%
Final Game /50%
Hand-in Information:
All work to be handed in to the following location on completion:
Data (I):/Handin/Kramer/Video Game Design 11 12
Data (I):/Handin/Kramer/Video Game Design 11 12
Assignment List
Go through and complete the following tutorials. You will be marked on a completion basis for each. Once you have started the final project your mark will reflect your progress on your own design.
Roll a Ball
Introduction to Unity, create a simple game quickly!
End of second Class.
End of second Class.
FPS example
Find tutorials online to create your own fps controller. You will need:
-Capsule collider for character
-Movement with jump
-Collision with objects in world
-Fire a visible projectile (instantiate an object) that is affected by gravity and deals damage to an enemy object
-Also, Fire an invisible projectile using raycasting that instantiates a particle effect on shoot
-Create HUD that shows player health and points
Create enemies with a bounded movement path
-Colliders for enemies
-Ai that tracks the player
-Utilize Unity's Navmesh system to add waypoint for enemy movement
-Deal damage to player on contact
-Enemy health and object destroy when health <= 0
Bonus:
-Fire projectile at player
-Capsule collider for character
-Movement with jump
-Collision with objects in world
-Fire a visible projectile (instantiate an object) that is affected by gravity and deals damage to an enemy object
-Also, Fire an invisible projectile using raycasting that instantiates a particle effect on shoot
-Create HUD that shows player health and points
Create enemies with a bounded movement path
-Colliders for enemies
-Ai that tracks the player
-Utilize Unity's Navmesh system to add waypoint for enemy movement
-Deal damage to player on contact
-Enemy health and object destroy when health <= 0
Bonus:
-Fire projectile at player
Complete by end of 5th week
Terrain, and Final Tutorial
Watch this Clip on how to build terrain:
https://www.youtube.com/watch?v=OShNQaiWz2Y
Look at this document to add water and effects:
https://docs.unity3d.com/560/Documentation/Manual/HOWTO-Water.html
When finished with creating your terrain, import your fps assets and ensure that the enemies and player function properly in the world setting. Make sure that you create boundaries to prevent players from falling off of the world.
Complete by end of 6th week
https://www.youtube.com/watch?v=OShNQaiWz2Y
Look at this document to add water and effects:
https://docs.unity3d.com/560/Documentation/Manual/HOWTO-Water.html
When finished with creating your terrain, import your fps assets and ensure that the enemies and player function properly in the world setting. Make sure that you create boundaries to prevent players from falling off of the world.
Complete by end of 6th week
Complete by end of 8th week
Final Game
This will be a game of your design, utilizing similar criteria to our final game from grade 11. however, with the extensive objects available to us in the unity store (for free) the expectations are greater. This is your opportunity to develop a meaningful game for your portfolio!
You are able to work in teams of up to three people. You will need to include duties in your Design brief to describe what each person needs to complete for this project.
Timeline:
Design Brief- End of Week 7
Include the following in your brief:
Midterm - End of week 13
You will need the following completed and functional:
Final Hand-in - Last week
You will hand in the following:
You are able to work in teams of up to three people. You will need to include duties in your Design brief to describe what each person needs to complete for this project.
Timeline:
Design Brief- End of Week 7
Include the following in your brief:
- Project Name
- Game Style
- Game story
- Player controls
- Scoring, win-events etc.
- Graphic Requirements and Theme(what will the overall look be like)
- Gameplay
- Required Script (list with descriptions of what each one does)
Midterm - End of week 13
You will need the following completed and functional:
- Player Character (movement, takes damage, loses health, applies damage to enemies, achieves goals)
- Enemies/hazards (AI, movement, takes damage, loses health, applies damage, destroys on death)
- Level Requirements (All levels are created with switching between them but are not playable, boundaries exist, level-ups, bonuses etc. are implemented, checkpoints are working and end game results in death screen or win screen)
- GUI elements (HUD is built, Start, Win and Death Screen graphics are implemented, Graphic template for the game is created)
Final Hand-in - Last week
You will hand in the following:
- Final description of what each person worked on personally and what you worked on together
- Complete game with playable levels, cut-scenes(if applicable) graphics
- Tutorial elements are implemented
- Complete RTP (Ready To Play)
Final Game Criteria
- Opening/Information Screen
- Includes Title
- Start and Exit
- Tutorial button (if applicable)
- Controls
- Functional Level switching
- Switches appropriately between all levels and windows
- Three functional, playable levels
- Death/Failure screen
- Win Screen
- Controls Screen
- HUD
- Programmed Player character
- Enemy Characters
- Hazards
- Player Stats
- Player has health(or something like that)
- Player has points or objectives
- Player stats are stored and displayed
- Enemy Stats
- Enemy has health(or something like that)
- Enemy takes points from player
- Enemy stats are stored and displayed
- Graphics
- Images are thematically linked
- Graphics are used to communicate what is friendly and what isn't
- Graphics are used to convey mood
- Controls are intuitive and explained
- Enemy has AI
- Game difficulty arc is normal
- Collisions occur between game objects
- Projectiles destroy on contact
- Collision boxes are appropriately sized
- Gameplay is engaging
- Difficulty is appropriate to the level
- Player learns techniques as they progress
- New techniques are required to pass subsequent levels
- Player cannot easily 'cheat' to avoid enemies
- Game has random events built in
- Enemies spawned randomly
- Puzzles are created with random layouts
- Game has been play-tested by a peer and feedback has been acted on
- Description of designer duties if in group handed in