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Project 2 (Interactive Animation or Game)

The final project is a chance for students to flex their developmental muscles using the cumulative skills and knowledge they have obtained from this course. Students are required to design, develop, and test an application that pushes their creative and developmental skills to their limits. Ideally, each project should be designed around the specific interests of the individual students.

The application will be web-based, so it must be optimized accordingly. However, it will not be designed for modem connections, so you should have some design flexibility there. Idealistically, you should design the application for Firefox at 1024 X 768 resolution, using the relatively high bandwidth available in the ITAP labs. The application should run smoothly and cleanly under these specifications.

Students may choose from one of the possible options below.

Required Checkpoints (all or nothing, each worth 5 pts)

  • Check1: First Thursday (at 10:00 PM) after project is assigned:
    • Preproduction materials. If done by hand, scan them so that you have digital copies.
    • Obvious lack of trying results in a zero. Simply turning in something does not guarantee 5 points. Your preproduction materials must be complete and well done.
    • Copy all files and place in a P2_Check1 folder nested inside your Project2 folder
  • Check2: Second Thursday (at 10:00 PM) after project is assigned:
    • Asset library and 30% complete. Make a copy of your asset files and application files you have and paste them into this checkpoint folder.
    • Copy all files and place in a P2_Check2 folder nested inside your Project2 folder

 


Possible Project

  • Interactive Animation or
  • Scrolling Action Game or
  • Database-Driven HTML5/jQuery/CSS intensive Application or
  • Handheld / Mobile Project or
  • Any combination thereof

A Couple items to stir thought

Scrolling Action Game

Specifications:

  • Minimum one level
  • Score keeping function
  • Store persistent user data
  • Life tracker
  • Threats - enemies, falling stuff, mines, etc..
  • Dynamically loaded assetts
  • Dynamic data?.
  • Energy?
  • Power?
  • Ammunition?
  • Basic AI for the enemies?
  • Multiple level

Fundex Game Examples from Previous Semesters

Fundex Games, Inc. is a company that creates board and live-action games for all age ranges. Fundex has worked with Purdue University in the past to create a series of Web-based games based on their popular line.

Examples:

Database-Driven HTML5/jQuery/CSS intensive Application

As another option, students can create a dabase-driven HTML5/jQuery/CSS intensive application of their choice. The only limitations of doing so are that any application must:

  • Use significant programming
  • Use a database
  • Include interactivity that is done through a highly user-friendly interface
  • Obviously be web-based and optimized accordingly
  • Challenging

Past Student Choice Projects

Other Possible Projects:

  • Interactive Game (fun to play / for enjoyment)
  • Interactive Educational Game (involves teaching / learning)
  • 3D Project / Papervision type application
  • Database-Driven Project
  • Handheld / Mobile Project

How Much Interactivity Do We Need?

This is a question that is always asked, no matter what the project is. Fortunately, the answer is simple..."How much interactivity do you need?" Students should NEVER design around the limitations of what they know. Rather, the approach should be to design the best multimedia application possible with the provided content and THEN determine how to create it (easy to say, we know). Students who only create products they already know how to make are re-inventing the wheel and stagnating their own development. Pixel-pushers are not what we want here...

Of course, you have to know your own limitations because you have a finite amount of time to work with. With that in mind, the best way to create a program is to first design the best possible application that utilizes all the bells, whistles, and features you can possibly think of. Then, evaluate the design in order to determine what is feasible and what isn't. At that point, you can then develop a new design that integrates the components you feel gives you the best chance to succeed.

 

Checks and Balances

Several progress checks will be given during development of this project. Students should have the appropriate amount of their project completed for each check, which should be relative for each check. For example, if the progress check takes place in the second week of a 4 week project, the project should be approximately 50% complete.

Each progress check will be worth approximately 5% of the final project grade, so take them seriously.

Preproduction Materials

  1. Proposal - a brief but professional proposal that covers the goals of the project. Download the proposal template here.
  2. Sketches / Storyboards / Interface Designs: Quick and dirty ideation sketches/ images intended for brainstorming various concepts such as graphics, interfaces, navigational systems, etc... Storyboard thumbnails template and Color Comp template
  3. Flowchart: computer-generated chart that shows the associations between application segments and content. (A separate flowchart should be included for those groups utilizing a database)

 

Recommended Procedures

  1. Develop a working calendar that takes into account the how much time you will need to develote to this project. Although you will have time to work on the projects in lab, outside work will be necessary. Failure to do so will likely result in a poor project.
  2. Develop a rough design of your application based on the content for your particular project. Take into account your developmental strengths and weaknesses.
  3. Develop the preproduction materials and get approval from your instructor. This includes the 1-page proposal, sketches, storyboards, interface designs, and flowcharts.
  4. Once your design has been approved, begin production on the project.
  5. Students should be able to demonstrate progress on a weekly basis, as they will be required to do at the progress checks. Students who show little to no progress from week to week will receive a lower grade.
  6. Once you have your application finished, test it for bugs and usability. Once you have tested the application and identified problem areas, make the appropriate revisions to your application in preparation for final submission.
  7. Submit your working application, proposal, test report, and any additional documentation.

 

Academic Dishonesty

I hate to say it, but cheating has been a problem in this class. Don't cheat. Don't follow a tutorial that somebody else did. Don't turn in somebody else's code. Don't get a game off the internet and try to modify it a little bit and turn it in as your own. I have had the unfortunate task of failing students and reporting them to the Dean of Students for academic dishonesty, hence this disclaimer. Do your own work.

You cannot do any of the following, if you do, you will receive a zero on the project and possibly be reported to the Dean of Students for Academic Dishonesty depending on the severity of the infraction.

  • Anything that has code published on the web. Do your own work.

Deliverables

Students should be prepared to conduct an in-class critique/ peer evaluation of their projects. As such, students should submit their files to their share space on the web server so that it is readily accessible.

You are to deliver the following copies of the project:

  1. One finished copy in your share space on the server. Do not modify the files after the due date/time. We will check the timestamp. Your Project2 folder will contain the checkpoint folders listed above with all associated files. You should also provide resources, that is a description of any materials that were not created by the student along with the location of where said materials were acquired (URLs, stock CD's, etc.)

Evaluation and Grading Criteria

Grades will be based on several factors, with special emphasis on interactivity. In addition to your instructor assessments, projects will be evaluated by other faculty in your particular area. Since the majority of the class has taken some design and web development classes, you will be expected to meet the expectations assumed in your passing of those courses. This includes a basic understanding of design and web development techniques.

Assessment Areas:

  • Animation - efficiency, professionalism, pertinence
  • Interactivity (highly important) - efficiency, sophistication
  • Demonstration of dynamically loaded content
  • Audio integration
  • Video integration
  • Optimization
  • Aesthetics
  • Originality and innovativeness
  • Validated through usability and performance tests
  • Professionalism
Superior work, professional  A
Above average student work 
Average student work  C
Below average student work D
Failure 


Keys to an "A" Project

  1. Meet all the expectations laid out in your proposal
  2. Do more than follow a tutorial....
  3. Thoroughly documented (testing, resource files, image files, problems, etc…)
  4. App. functions perfectly on the Web – this includes optimization, preloaders
  5. Amazing graphics, animation, media, and scripting
  6. Professionally submitted project packet
  7. THOROUGHLY COMMENTING YOUR CODE – will not be able to get anything above a “C” without it
  8. Innovation
  9. Going above and beyond
    1. Flexible GUI’s
    2. Integrating other technologies





For information contact: Professor R.J. Glotzbach

CGT 353 Spring 2012