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Project 2 - AIR Mobile Game of AWESOMENESS

Constructed in 3 phases. See below for details. (And if you don't wish to do a game, see me to work out the requirements.)

Overview

By yourself or with a partner, your mission is to create a Mobile AIR Game targeted at either Android or iOS, that is fun, visually engaging, and highly interactive.

Choose an existing game genre or come up with something new! If you choose an existing example such as the platformer or any of the examples from the text, be sure to add substantially to it.

The goal of this project is to demonstrate your mastery of AIR programming in a mobile game context. You will be evaluated on your creativity in game design, the quality of the experience you create, and the soundness of your programming, as described below.

Note: A simple game that is well-executed is better than an ambitious game that is incomplete. Games like Boomshine (Web & App store, Squares 2 (Web & App Store), Falling Balls (App Store), and Pixel Sniper (App Store) are all good examples. (But don't be afraid to go up in scale if you think you'll get good results!)

Required Design Elements

Programming Requirements

Final Documentation

Deliverables

The following schedule will hopefully keep you on track.

Phase 1 – First Prototype – Week 8

A) Implement some classes of your game. Use temporary artwork to get a "gray box prototype" up and running. Rough out the mechanics of your game before you worry about the visuals. DUE FIRST CLASS MEETING OF WEEK 8 – WILL BE DEMO’D AND DISCUSSED IN CLASS

B)An abridged Game Design Document (at least 1000 words). This document will be college-level work, well organized with section headers, containing proper spelling and punctuation. You should draw upon any work in previous GDD courses, and it should contain the following:

** Submission ** - Your concept document must be posted to the web at: http://people.rit.edu/~abc1234/x-mobile/p2/

The document can either be in PDF format or an HTML page. In either case it should be college level work, attractively formatted, with an introduction, paragraphs, section headers, images, and so on.

Post the prototype to the dropbox, and bring it to class installed on hardware.

Phase 2 – First Playable – Week 9

Go further with your artwork, and have your mechanics 90% of the way complete. At this point, you should be able to turn in the project and get a B. But don’t stop there! Get some feedback from me on what could be improved before the final submission.

Phase 2 Submission

Working game due Tuesday 5/8 start of class zipped in dropbox.

Bring your prototype to class installed on hardware.

Phase 3 – All Done! – Week 11

Mobile Experience Requirements

Keep these in mind while working on this project, but for project 2 some of these may not apply.

Respects mobile usage patterns and the mobile context:
Respects the end user:
Take advantage of mobile hardware capabilities (if appropriate):
 

Final Documentation Requirements

Extras (be sure to document these)

Doing the above well means a 'B' - we need to see "Above and Beyond" to award an 'A'


Project 1

Constructed in 3 phases. See below for details.

Overview

Drawing from the RIT RSS Reader that we created in class, teams of 2 students will create a visually rich mobile application that displays the contents of a web service.

The exact web service used is up to the students, but music and game related APIs have been popular. Other examples include an application that allows users to visualize USGS Earthquake data, or view sports scores, search for book information, see Woot deals, view nearby concerts (Last.fm), nearby restaurants (Yelp), or nearby gas stations.

www.programmableweb.com/apis/directory is another place where you might get ideas.

The application will have an attractive and intuitive interface, with appropriate animation.

If you choose to do an RSS reader or Weather application, it must go significantly beyond the Yahoo Weather App and RIT RSS Reader that were provided to you.

Some Flash Examples that use Web Services
Student Web App Examples

Deliverables

The following schedule will hopefully keep you on track.

Phase 0: Get a partner

Get a partner and a vague idea(s) of what you might build. Due: end of class, Tuesday 3/27


Phase 1: Conceptualization

Write down some ideas, make some sketches, and decide what your application will do. Write a concept document (which may be recycled into your final documentation) describing:

  1. The name of your project and the names of the team members.
  2. A product definition statement - What's it do? Who's it for?
  3. Which web service(s) it will utilize. Give names and URLs.
  4. Is it a mobile or tablet app?
  5. Target platform: Android or iOS?
  6. What kind of Navigation System? Single screen, tab bar, utility, navigation, split view, combination, or something else.
  7. Does the app support portrait or landscape or both orientations?
  8. How the user will interact with the application (ex. choosing from a list , virtual keyboard, ...).
  9. A full list of features you could possibly implement to meet the product definition statement. Apple's Mobile HIG has an example of this and the next requirement.
  10. A filtered list of features to meet the product definition statement (and fit into our time frame)
  11. A sketch or mockup of your UI. (this can be a sketch, JPG file, or Flash Mock up)
Phase 1 Submission

Rough draft for discussion due Thursday 3/29 start of class.

Final draft due Tuesday 4/3 start of class.

Your concept document must be posted to the web at: http://people.rit.edu/~abc1234/x-mobile/p1/

The document can either be in PDF format or an HTML page. In either case it should be college level work, attractively formatted, with an introduction, paragraphs, section headers, images, and so on.


Phase 2: Prototypes

Get started coding if you haven't already! Show your prototype to others and let them use it. Use their feedback to refine the app.

Phase 2 Submission

Working prototype due Tuesday 4/10 start of class zipped in dropbox.

Bring your prototype to class installed on hardware.


Phase 3: Final Product

You're done with your first real mobile app!

Phase 3 Submission

Final Version due Monday 4/16 11:59PM zipped in dropbox.

Bring your final version to class installed on hardware.

Submit the final .fla, .as, .ipa (or .apk), and documentation files in a .zip file to the myCourses dropbox. We will be informally sharing and discussing the projects with each other at the beginning of class.

Design Requirements

Mobile Experience Requirements

Keep these in mind while working on this project, but for project 1 these are mostly optional.

Respects mobile usage patterns and the mobile context:
Respects the end user:
Take advantage of mobile hardware capabilities (if appropriate):
 

Programming Requirements

Final Documentation Requirements

Extras (be sure to document these)

Doing the above well means a 'B' - we need to see "Above and Beyond" to award an 'A'


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