Project 2: Game with the ImpactJS 2D Gaming Engine

 

Assignment Day Friday February 10, 2017 (evening)

Due Date & Demo

 

Tuesday February 28, 2017 before class (Demonstrate on laptop in class, you must attend class, if you feel there may be a conflict, you will need to schedule your demo at at an earlier date).

 

  • Overview of Submission:
    (1) Email both: 
    link / URL to your 'baked' game from gallery
     page and a game link to the TA and instructor:
    maria AT .uga.edu, so that they TA can simply click on the link to run your program.
  • (2) use the submit program on nike to submit source code (not the baked version) and ALL required file to run your program.

Collaboration Policy - Read carefully you must work on this project individually, you may discuss this assignment with other students in the class and ask and provide help in useful ways, preferable over our email list so we can all benefit from your great ideas. You may consult (but not copy) any outside resources you including books, papers, web sites and people. If you use resources other than the class materials, indicate / cite what you used along with your answer.

 

 

Games for inspiration : http://impactjs.com/games

3 Screenshots from previous year(s):

Objectives & Requirement

The purpose of this assignment is to highlight use of a gaming engine. In this assignment you will be using the 2D gaming engine ImpactJS.

You will design the game from the ground up (i.e., design sprites, its environment and its story). You must use physics in Box2D (demo available from impactJS download page at link "Box2D Physics Demo " -- see license print out for access) with few guidelines to enhance the creative process. There are other requirements and expectations described below.

(*** there are some caveats with Box2d we will discuss these Thurday, or Tuesday next week).

Objective of game:

Design a platform game ( wikipedia ) going from a source point A to a destination, point B, using the game engine ImpactJS. A platform game is typically a side view game, where a player runs, jumps, fall, and walks. The destination should be goal oriented (e.g., to save a princess, find a treasure chest, or get a star or cookie).



Required Elements:


  1. You will need to support at least 3 levels (not counting splash screens, or simple 'move between level' screens.
    1. At least one level should include parallax scrolling giving the level a feel of depth (wikipedia - parallax ).
    2. For at least one level the Camera View is significantly smaller than the full map of the level (see text book for aa more detailed description).
    3. One Level should be a top down, i.e.,,. looking at player from above (not side scrolling)
  2. Splash Screen: You should provide a splash screen, and this screen should not count as a level.
  3. Sprites: You must design at least three types of sprites:
    1. Player sprite: the main player of your game. You should provide at least the following dynamics:
      1. Running,
      2. Falling,
      3. Jumping,
      4. Swimming,
      5. Flying,
      6. Climbing, and
      7. Swinging (this is the most challenging).
    2. Enemy sprites: Entities that hurt or kill you, e.g., a zombie, your evil self, or an animal. You should provide both static (remains in one place) and dynamic enemy sprites (moves, e.g., walks or runs).
    3. Friendly sprites: Sprites that help you in the game (e.g., gives you strength, health, or extra lives).
    4. Self Sprite: One prominent sprite will need to be a self portrait sprite, and this one will need to animated, and represented by a series of images to give it a dynamic feeling of motion (you may chose either type of sprite, friendly, enemy or player to be the self sprite - or all).
  4. Attack: Your game needs to include 3 different methods of attacking enemies, e.g., jump on head, sooting, and kicking.
  5. Attributes: You'll need to implement a set of player attributes. At a minimum you should provide a limited number of lives, and a health attribute. The value of these attributes should be displayed as you play the came, the value can be graphical, e.g., number of hearts to indicate lives. Examples: Too similar: simply switching images, changing color, changing speed, or damage. What is different enough? Grenade and Bullets, trajectories (straight vs arced vs under ground), fist and jumping on head is different enough, throw objects, bow and arrow, charging thing - mega man.
  1. Physics: Box2D : you will need to use at least one feature in this plug-in. (HINT: use this to do the swinging).
  2. ALL art work should be drawn/designed by you.
  3. See grade criteria below for my details on required elements.
  4. You must submit all source code, all documentation, and demo your work to be eligible for your project to be graded.

Optional Elements:

  1. You may consider adding super powers, or a treasure chest where you can find potions that gives you special powers. You may also consider implementing an inventory where you can chose super powers.

 

Submission:

(for the below you may change the extension .txt if not plain text e.g., .doc, .pdf)

GRADING.txt: A description on how you met the grading rubric (see below table). You may copy paste these from REPORT.txt.

REPORT.pdf should include minimally:
A description of your game (about 1 page), including the objective of the game, the graphical objects, how they animate, how they interact and how scoring work.
A set of screenshots of your game in action highlighting key events (minimally 1 screenshots). User documentation, i.e., instructions for a new user on how to use your game

README.txt should include a list of files required to run your game, and how to get your code up and running (e.g., HTML5 file, CSS file - if separate, and image files needed).

SCREENSHOT.PNG: Provide a few screen shot of your games, illustrating important aspects of the game (e.g., start screen, shot (hit)). These may be part of REPORT.txt.

Grading Rubrics

 
Total
100
Levels At Least 3 Levels
6
  Effective Parallax
3
  Top Down Level
3
  Splash Screen
1
  Level Design
4
  Game story or theme well thought out and solid
4
  Beyond tutorial baseline
4
  Art work consistent theme and well crafted
4
  Box2D (***)
3
  Self Portrait Integrated
3
Sprites Main Player Look & Feel
3
  Run
3
  Fall
3
  Jump
3
  Swim
3
  Fly
3
  Climb
3
  Swing (challenge)
4
  Friendly Sprites
3
  Enemy  Static
2
  Enemy  Dynamic
2
  3 Type Attacks- 1 needs to be impressive (2,2,4)
8
  Player 
#Lives
2
  Player 
Health
2
Documentation Report quality pdf  and screenshots. 
5
  Grade TXT (and insightful, i.e., neither exaggerates, or underestimates).
4
  README
2
Demo Demo/present
4
Demo quality prepared
6
 

Potential amendments to grade criteria:
* effectiveness of the personal twist - e.g., how you embed yourself into the game
* revision of the sophistication of the baseline that we learned in class.


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