Individual Project:
Game Design and Construction - Rubric

(DUE: Final Exam Day)


Overview

ALL PROJECTS must be in AOE2_C Map Editor
unless otherwise approved by instructor.

This AOE2_C project is based on the research done at Cal Tech on learning programming skills through game design. Your Game Design document for this project has several necessary aspects which are listed below.

Grading and Schedule

The grade for the final individual project will be allocated to each task as indicated below.


The Game Document: 60% of Final Individual Project Grade

The 5-10 page document you have to create for this individual project must have the intention of making a CLEAR game design document. To do this the document should been divided into 3 different sub-documents, the game concept document, game mechanics document and game tech document (use the Game Design Document Template-GDD). This is done with the intention of making a modular document that can be updated and split into the parts, and different versions easily.

Game Design Documents created with your game design scenario should focus upon creation of a well devised game. What your document should not do is try to predict the playability of the game, but instead to define a plan for the game's overall development. It is there for important to consider this document as only one phase in the Game Development process. I recommend that any scenario design be tested with tangible means such as pencil and paper, object, etc, before any major resources are allotted to it. It is also important to understand that this document will act as a starting point and can not replace hands on interactivity and game testing.

Among other things, the AOE2_C Game Document must include the following Specific Game Design Elements (see: GDD):

Genre - What kind of AOE scenario is this?
Setting - Where does this take place?
Characters - What Civilization does the player play as?
Premise - What is the player's objective?
Synopsis - What can happen to the player?
Player Motivation - Why should the player play?
Target Audience - Who would play this scenario?
Game Mechanics - What are the conditions of the scenario?
Game Graphics - How does the map look?
Game Sound - How does the map sound?

UML Flow Chart:

This is where a visual of how the different game elements and their properties interact. The Game Flow Chart should represent Objects, Properties and Actions that are present in the game. Flow chart objects, properties and actions should have a number reference to where they exsist with in the game mechanics document.

Source Code:
Save your Java class Code as 'AgeOfEmpires_ExCrd.java' as part of the StudentTester.java project.


Game Level Map: 40% of Final Individual Project Grade*

When reviewing/grading your map, the following (Starting positions; Map design; and Resources) are a few of the key points that I will be looking at:

Starting Positions:
There is nothing more frustrating than unfair starting positions. Random maps do often have such flaws, so do not let this happen with your maps! Some important points are:

 

  • All players should have the same resources to start with, i.e.: the same amount of wood, stones and gold and the same number of gazelles, elephants and berry bushes.
  • All starting positions should have an equal distance from coastlines. If naval attacks on one player are possible, it is extremely annoying if he cannot strike back in the same way.
  • Elevations and rivers offer strategic benefits. Make sure that no player has an unfair advantage. If some player can build a wonder on a large hill near his starting position, all other player should have the same possibility.

 

Map Design:
While geometric designs guarantee a fair game, they do not look very appealing. Creating a natural looking map is not easy, though. Here are a few tips:


(Above: geometric layout; Below: natural)

  • Avoid straight lines, make rivers, coastlines etc. look irregular.
  • Dirt patches near coasts or on top of mountains give your map a realistic touch. A few trees and rocks spread through the map will do the same.
  • Do not make your forest look like a "tree nursery" (as in random maps) where all trees stand next to each other and are of the same sort. A few clearings and some trees of a different kind will improve the design of your map a lot!
  • Do not use a bunch of alligators or other animals! They will slow the game down (using bandwidth for the network and CPU capacity), and will only be an annoying obstacle in high numbers. There should not be more than 12 animals per player.



Resources:
The amount and distribution of resources decide whether a map is playable or not.

  • The starting position should have enough resources to get past the Stone Age and enough wood for buildings.
  • Near the starting location, some gold and stone is required so it can be mined during the Tool and Bronze Age.
  • Avoid accumulating all resources at the same spot. Make some sites where there are two or three resources (e. g. a forest with some gazelles nearby and maybe stones or gold) given in a reasonable amount (between 700 and 1000 is usually a good number).
  • Make sure there are some positions for expansions with resources to defend. Games are much more interesting if people have to fight in order to be able to advance to the Iron Age.

 

*Game Level Map Grading Checklist:
In addition to the game Concept Document, Game Mechanics Document and Game Ttech Document (including UML flow chart, screen shots, and source code) each Game Level Map must have at least:

  • A Town center (10% of Map Grade)
  • A Villager (10% of Map Grade)
  • Evenly distributed resources around the map (10% of Map Grade)
    • stone
    • gold
    • wood
    • food
  • A Scout unit (10% of Map Grade)
  • Each player must start with equal resources (10% of Map Grade)
  • Same starting age (10% of Map Grade)
  • Mixed Terrain (10% of Map Grade)
  • Different Elevations (10% of Map Grade)
  • Decorations (10% of Map Grade)
  • Scenario Instructions in Messages (10% of Map Grade)

Playtesting

(Poor playtesting practices will directly affect your grade)

Playtesting is of course crucial to make sure that a map is good. Test it against the computer first (with "reveal map" and "fog off" so you can see whether each player has a good start), then against human opponents. Correct any flaws and test it again.

To help insure that the primary goal is realized, and to see that students do not abuse these privileges they are being allowed, all students are expected to play by the following rules. If an individual is found to be ignoring or abusing these rules, they will be considered not worthy of being in our gaming community and will be asked to not participate.

Rules of Play:

"Strength and Honor!" - Play with respect for other players

Good conduct and sportsmanship is expected in all gaming activities. This includes respect for other players, fair play, not being too loud, and generally good behavior. Exhibit a good attitude when you lose, as well as when you win a game.

Selecting your allies

Be careful in selecting your allies. Once you have selected your teammates, you will be expected to help, aid, and assist them at all times - assuming it is within your ability.

Be a good sport

Sound corny? Tough! You should win and lose with grace. There's no room in Marshall School's gaming community for excessive arrogance or incessant complaining. (We can just know we're the best on the inside. ;-)

No killing of fellow teammates

Unless you are playing solo, the unannounced switching of teams or the intentional killing of fellow teammates is to never be done. If you are in a game and you betray your teammates, not only will you be scorned, but the game will end and you will also be asked not to participate in any further games.

Help other players when you can, even "n00bs"

If people in the game or members of the gaming community have problems or questions, help them sort things out - assuming you are qualified and know what you're doing. If you give someone else a hand you'll get it back one day. This person may even be a future teammate.

If you're concerned that someone else is abusing the game, take appropriate action

If you think some other player is cheating, using map exploits, harassing other players unfairly, or doing something inappropriate, don't start an argument - take appropriate action instead. Appropriate action may consist of politely but firmly asking them to stop, then if they don't ignore them. Report it to the game administrators, they will take it from there. Do not make a big thing out of it during the game - that will only spoil it for other people.