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Project 1: Game Design and Prototype

Participants: This project is to be completed in groups of 3-4 people.

Marks: This project counts towards 30% of your marks for this subject.

Due date: Multiple submissions required; see the schedule below.

Schedule

This project is split into several milestones, each with its own deadline. Milestones 1, 2 and 3 are team submissions, while Milestones 4 and 5 are submitted by each team member individually. All group members are expected to partake fully in all team milestones.

Team submissions

Individual submissions

Table of Contents

Assignment Brief

Overview

The theme: Eerie worlds

You are tasked with designing a simple but eerie game. Your creation should evoke a sense of unease, and fascination, drawing players into a surreal and spooky atmosphere. It must steer clear of cliche horror tropes like zombies, jump scares, or "slendermen" games. You should strive to challenge conventional gameplay mechanics by incorporating creative elements that are bizarre, yet captivating.

Some examples of games with an "eerie" atmosphere you could take inspiration from include (but are not limited to):

  • Limbo
  • Inside
  • Machinarium
  • The Binding of Isaac
  • Don't Starve
  • The Stanley Parable
  • Return of the Obra Dinn
  • Subnautica
  • Hellblade
  • Alan Wake
  • Bioshock
  • Heart of Darkness

All of these games incorporate elements of spookiness, unease, or suspense, but are not strictly "horror games" in the traditional sense.

In this first project, your team will focus on the conceptual design and initial prototype of your game. You'll come up with an initial concept, design the basic mechanics, and the art style, and implement a prototype in Unity. This part of the assignment allows you to experiment and refine your game concept before heading into the more technical development phase in Project 2.

Requirements

Although the premise, art style and mechanics of your game are up to your team and creativity is strongly encouraged, there are some high level requirements that must be adhered to:

  • The game must be designed to address the eerie worlds theme as described previously.
  • The game must be single-player and simple enough in scope to be completed by the end of the semester. No more than 10 minutes of gameplay should be required to complete the game.
  • The game must be designed to be played in a computer web browser (as a WebGL build).
  • The game must be developed using Unity 2022 LTS and tracked on GitHub (see Development Tools below).

Both projects in this subject must be completed in the same group of 3-4 people. You can choose your own team members, but you must have a team by the first milestone deadline. Please attend lectures and workshops in the first couple of weeks to meet others looking for group members, if you don't already know others in the subject.

Developing even a simple game is very challenging and time-consuming, so it's important to develop a clear vision and a solid plan as a team. You'll need to work together to ensure that everyone's ideas are heard and that the workload is distributed fairly from the start. We strongly recommend that you seek out team members who share similar ambitions and work ethics.

Important

All team members are expected to contribute equally, and you'll be asked to evaluate your team members at the end of both projects in this subject. See the Team Member Evaluation milestone for more details.

Before commencing work on the project, everyone in the team is expected to read this specification document in full, including the Assessment section which provides details on our full set of expectations for this project and how it will be marked.

Development Tools

You'll be collaborating with your team via GitHub Classroom. The first workshop of the semester (week 1) covers the basics of both Git and GitHub Classroom, so ensure that you've completed it in full before starting work on the project (the intro guide can be found here).

Your prototype (milestone 3) must be developed with Unity 2022 LTS, using the template provided in your team's repository as a starting point. A .gitignore is also already included in the repository. All team members are expected to regularly commit and push their contributions to GitHub. Note that the git commit history may be used as evidence when considering individual contributions to the project (i.e. in the event of a dispute).

Tip

Before beginning work on the project you should discuss strategies as a team for avoiding and resolving merge conflicts, as these can be a major source of frustration and wasted time.

Milestone 1: Team Declaration

Due: Wednesday 7 August, 11.59 pm Melbourne time (team submission)

After you have formed a team of 3-4 people, set up an initial meeting and complete the following steps together:

  1. Come up with a team name and designate a team leader. The team leader is responsible for setting up the team on GitHub and submitting the project on each milestone deadline. We recommend that you choose a team leader who is comfortable with Git and GitHub.

    To ensure compatibility with our grading systems, please only pick a team name that is alphanumeric characters, spaces, underscores and/or hyphens (no other special characters). Names should also be between 3 and 50 characters in length.

  2. The team leader should accept the assignment on GitHub Classroom. The invite link can be found on the Milestone 1 LMS page. This creates a new private repository for your team.

  3. Once the team has been created, all other team members should join the same team on GitHub Classroom, via the same invite link. This will automatically make them collaborators in the repository.

  4. On behalf of the team, the team leader should add a single metadata.json file at the root of the template repository following the structure below. This file should be modified and committed to the main branch.

    {
      "repoUrl": "https://github.com/feit-comp30019/2024s2-project-1-<REPLACE_ME>",
      "teamName": "Your Team Name",
      "teamMembers": [
        {
          "name": "Team Leader Name",
          "github": "leader-github-username",
          "email": "<leader_email>@student.unimelb.edu.au"
        },
        {
          "name": "Second Team Member Name",
          "github": "second-github-username",
          "email": "<second_member_email>@student.unimelb.edu.au"
        },
        {
          "name": "Third Team Member Name",
          "github": "third-github-username",
          "email": "<third_member_email>@student.unimelb.edu.au"
        }
      ]
    }

    If your team has four members, you should add a fourth object to the teamMembers array. The repoUrl field should be the URL of the GitHub repository, with <REPLACE_ME> replaced with the actual repository name.

  5. Once the team leader has completed the metadata.json template, they should commit and push the changes, and verify that they are visible on GitHub. All team members should pull the changes from GitHub to ensure that their details inside metadata.json have been filled out correctly.

  6. Submit the project repository on Gradescope as per the instructions under the Gradescope Submissions section below.

  7. Once the submission is complete and metadata validation passes, an automated commit will be added to the repository containing a template README.md and a bare bones Unity project. This is the starting point for your team's game design document and prototype. Please ensure that all team members can pull and build the project for WebGL locally. If successful, you will see a simple Unity scene with a cube at the origin.

In subsequent milestones, the Unity project in the repository will be automatically built and deployed to GitHub pages whenever you submit your project on Gradescope. This allows you to play the latest version of your game in a web browser, and is a key part of the assessment process.

Warning

For all milestone deadlines, including this one, every team member (not just the team leader) is expected to verify that they can see the submission on Gradescope, and that all validation test cases pass. Test cases may differ between milestones. If you're having issues, please contact the teaching team via a private post on the discussion board.

Milestone 2: Game Design Document

Due: Sunday 25 August, 11.59 pm Melbourne time (team submission)

By this milestone, your team must have drafted a Game Design Document (GDD) in the repository's README.md file. The GDD should provide a detailed vision of your game, allowing any member of your team (and the teaching team!) to understand exactly what your game will be. We are expecting this to be a very visual document. You should use illustrations, sketches, photos, gifs, etc., liberally throughout the document.

Note

The GDD is intended to be a "living document", meaning that it will be updated as your game evolves. You should have a final draft of the GDD ready by this milestone, and be ready to start prototyping (as per the third milestone). Ensure that you keep the GDD up-to-date as you make changes to your game, so that it always reflects the current state.

Below is a suggested structure for your GDD. You are welcome to adapt it as needed to best convey your team's vision, but either way, ensure that you comprehensively cover all relevant points outlined below. Make sure that it is clear how the overarching theme is integrated into the various facets of your design.

Game Overview

Here you should provide a concise summary of your game and explain why it is interesting, relevant and unique. Try to capture the essence of your game in a concise manner and make the reader excited to play it. Questions to consider include:

  • Core Concept: What is the core concept of your game? What is the main idea behind your game? Who or what is the "player", and what is their role in the game?
  • Related genre(s): What genre, cross-genre and/or sub-genre does your game fall into? What are some other games that are similar to yours? What makes your game different from these other games?
  • Target Audience: Who is your game aimed at? Is there any demographic you are targeting in particular? Note that later this semester you will be required to conduct user testing with your target audience, so it should be feasible to recruit participants for this purpose.
  • Unique Selling Points (USPs): What makes your game unique? What are some of the key features that will make your game stand out from others in the same genre?

Story and Narrative

If your game includes a narrative or characters aside from the main character, describe them here. Discuss the plot, character backgrounds, and how the story will unfold as the player progresses in the game. (If your game is not narrative-driven, some of the questions in this section might not be relevant.)

  • Backstory: What is the backstory of the game? What is the setting? What is the main conflict? If there is a story, how does it unfold as the player progresses through the game?
  • Characters: Is the player the only character? Is there a villain or boss? Who are the main characters in the game? What are their backgrounds? What are their motivations? What are their relationships with each other? What are their goals? What are their personalities? What do they look like?

Gameplay and Mechanics

This is where you describe how the game works from the player's perspective. Detail the actions the player can take, challenges they will face, and rewards they can earn. The reader should be able to understand how the game progresses over time, and what makes it fun to play.

  • Player Perspective: Describe the player's perspective in the game. Is it first-person, third-person, or something else? Is the camera fixed or can it be moved? Is the player character visible on screen? If so, what does it look like?
  • Controls: Describe the controls for the game. What buttons or keys does the player need to press to play the game? Are there any special controls or combinations of controls? How does the player interact with the game world?
  • Progression: How does the game progress over time, and what challenges does the player face? How does the difficulty increase over time? How does the player "die" or "lose" the game? Is there a scoring system? What makes the player want to keep playing?
  • Gameplay Mechanics: What gameplay mechanics are used in the game? What actions can the player take? What rules or "laws" govern the game world? What are the core mechanics that make the game fun? How do these mechanics fit in with the overarching theme?

Levels and World Design

Describe the game world and layout of the game’s level(s), including any necessary sketches or diagrams. Include what the player will see, how they will navigate through the game world, and what they will interact with.

  • Game World: Describe the game world, and how it is captured on-screen. Is it 2D (see warning note below), 2.5D or 3D? Is it a single screen or does it scroll? Are there multiple levels? How does the player navigate through the game world? Is there a map or minimap?
  • Objects: What objects are in the game world? What do they look like? What are their roles? How do they interact with the player? How do they interact with each other?
  • Physics: What physics are present in the game? How do objects move? How do objects interact with each other?

Warning

It's best to avoid developing a true "pixel-perfect" 2D game unless you are up for an extra challenge in Project 2. There will be less flexibility when it comes to the choice of shader techniques (you haven't learned much about shaders yet, so it will be hard to comprehend the implications at this point). A safe middle ground is to restrict the gameplay to two axes, but still render a 3D environment. This is sometimes called "2.5D".

Art and Audio

Convey the overall artistic style of your game, key visual elements, as well as any other sensory or "artistic" elements such as sound and music.

  • Art Style: What is the art style of the game? What does the game look like? What are the colours, shapes, and textures used? What is the overall aesthetic? Concept art and/or references to games with similar art styles might be helpful here.
  • Sound and Music: What is the sound design of the game? What sounds are used? What music is used? How do the sounds and music fit in with the overall aesthetic and themes of the game?
  • Assets: What "artistic" assets are going to be used in the game? How are you planning to create or source these assets? Provide a list of candidate assets (e.g., URLs) and their sources if you are sourcing them from the internet.

Note

Remember that your game will be played in a web browser (as a WebGL build), and there may be technical limitations arising from this. It's preferable to aim for a simple but consistent aesthetic over "AAA" game graphics that might not be feasible to deploy in this environment. Prototyping and testing during milestone 3 can help you determine what is feasible and what is not.

User Interface (UI)

Describe the game's UI, including things like health bars, score displays, and menu screens. Detail both the functionality and aesthetic design of the UI. Include any diagrams, wireframes or sketches to assist with visualisation. Ensure that the UI design is consistent with the game's overall aesthetic.

Technology and Tools

List the software and tools you'll be using to create the game. Justify your choices as needed, and include any relevant version numbers or links. Of course, you must use Unity and GitHub as per the requirements of this project, but you may optionally include other tools such as image editing software, audio editing software, or 3D modelling software (you aren't expected to learn how to use such tools from scratch, but you can use them if you already know how).

Team Communication, Timelines and Task Assignment

Provide a detailed plan of how you'll distribute the work amongst your team, and what communication channels will be utilised to facilitate discussions. You may wish to use a project management tool such as Monday.com or Trello to help you delegate tasks and track your team's overall progress.

Important

It is an expectation that your team communicates in English for all project-related activities. This is important to ensure everyone is included equally, and also so that the teaching team can understand your discussions in the (hopefully unlikely) event that we need to intervene.

Possible Challenges

Discuss any potential difficulties you foresee during the development of your game, and how your team plans to address these issues as they arise. These could be technical challenges, time constraints, or anything else that might impact your team's ability to complete the project. Prototyping and testing can be particularly helpful here, and you should trial these out in the next milestone.

Submission

Once you've completed the final draft of your GDD, remember to commit and push all changes to GitHub, resolve any merge conflicts, and once again ensure that all team members can see the "final draft" on their local machines. Finally, as a team, submit the project repository on Gradescope as per the instructions under the Gradescope Submissions section below, like you did for the first milestone.

Milestone 3: Unity Prototype

Due: Sunday 1 September, 11.59 pm Melbourne time (team submission)

For the third and final team milestone in this project, you will create a Unity prototype that serves as a "proof-of-concept" of your game, reflecting the core mechanics outlined in the GDD. The goal of this task is to build a solid foundation to expand on in the next project, where you'll be developing the game in its entirety and evaluating it with end users.

Your team should use the prototype as a means to prove that the game outlined in your GDD is feasible to implement by the end of the semester, both technically and in terms of scope. Don't worry too much about making things "polished" or "pretty" at this stage, and we aren't expecting a fully functional game. That'll come later!

Important

In the template project provided, there is a scene called StartScene which is expected be to be the entry point to your prototype. You can add additional scenes if needed, but ensure that the StartScene is the one that gets everything started.

In order to secure a good mark for this milestone, your prototype should meet the following criteria:

  • It should be possible to control the player character(s) and interact with any other characters described in the GDD (including any animations that support their actions). The game world should be sufficiently developed to facilitate these characters and control mechanics, but it's acceptable if the world is "small" or not fully fleshed out at this stage.
  • Camera mechanics as described in the GDD should be operational. You should showcase your proposed camera perspective, and how it interacts with the environment, the characters, and any special camera movements.
  • Externally sourced (artistic) assets that you plan to use in the final game should be showcased. They don't all have to be "functional", but it should be evident that they will be compatible with the game's art style, while also being technically feasible in a WebGL deployment (particularly with respect to performance and file size).
  • The prototype must be consistent with the GDD, and provide a solid foundation for further development into a complete, fun and polished game. It should be clear that the vision outlined in the GDD is feasible to implement by the end of the semester.

Warning

The Assets folder should be kept organised, and must not exceed 250MB. The game should run at a reasonable framerate (30fps or higher) on a typical laptop computer web browser. Remember to regularly build and test your Unity project as outlined in the WebGL Builds section below.

It is okay to reduce the scope of your game if you discover that it is too ambitious as a result of your prototyping, just remember to update the GDD accordingly. Identifying and addressing unforeseen issues now will help you avoid problems later on, and is in fact a key part of the design process.

Remember that the prototype is a proof-of-concept for the final game and not a complete game in itself. Shaders or "special effects" are not expected at this stage, and it's okay for mechanics to be disjointed or not fully integrated, provided that they clearly reflect the vision outlined in the GDD.

Submission

This is the final team submission and is the most important one to get right. It is strongly recommended that you trial submitting (and check the online WebGL build) at least a couple of times comfortably before the deadline for this milestone. As you add more features to your prototype, the odds of something going wrong increase, so it's best to get ahead of any issues early.

Caution

Double (and triple!) check that the latest changes to your project are in the main branch, and make sure this branch is being submitted on Gradescope. We will not be looking at other branches when marking.

Once again, follow the instructions under the Gradescope Submissions section below in order to submit your final work. Remember that the submission on Gradescope is what will be marked, so ensure that you submit early and often to avoid any nasty surprises right before the deadline. The GDD must also be in a "finalised" state by this point and should reflect any changes made during the prototyping process.

Every member of your team is expected to verify that the submission on Gradescope is visible to them, that all validation test cases pass, and that the final version of the prototype (i.e. the one you want to be marked) can be played in a browser via the link on the submission confirmation page.

Milestone 4: Team Member Evaluation

Due: Wednesday 4 September, 11.59 pm Melbourne time (individual submission)

Teamwork is an essential part of the project, and it is possible for individual group members to receive a different mark from that of the group. Most importantly, each person is expected to contribute to the project equally. We also expect that there is an effort to include all group members in the project discussions and decision-making process. Therefore, we will be asking you to evaluate your team members' contributions to the project, as well as provide a self-evaluation of your own contributions.

After your team makes a submission for the final milestone, you are individually required to submit a group member evaluation form for each of your team members. This is conducted via a tool called FeedbackFruits, which you can access via the LMS.

Warning

The group member evaluation is compulsory and must be submitted by the deadline. Failing to do so will be taken to be an indication that you have not contributed to the project, especially if team members have raised concerns about your contributions. Marks will be adjusted accordingly.

The evaluation form will ask you to rate each team member on a rubric (scale of 1 to 5) using the following criteria:

  • Communication: Refers to the quality of the group member's input in project discussions and their ability to facilitate effective communication. A good communicator provides meaningful input and contributes constructively to project discussions, be they in person or online.
  • Collaboration: Refers to a group member's ability to work with others, respect their ideas, and promote balanced participation in discussions. This does not mean that all team members must agree on everything, but there should be a willingness to compromise and work together to achieve a strong outcome.
  • Contribution: All team members are expected to contribute equally and pull their weight. A good contributor completes assigned tasks on time and shows overall commitment to the project.

Please take the time to provide thoughtful and constructive feedback for each of your team members so that they are able to address concerns raised in the next project (they will be able to see your feedback). The teaching team will also use feedback provided in combination with the project repository history to address concerns about unequal contributions. Marks will be adjusted accordingly if it is found that a team member has not contributed as expected.

Important

It is an expectation that you raise issues pertaining to your teammates via the group member evaluation process (not by email), so that they can see your feedback and have an opportunity to address it before starting Project 2. We also won't retrospectively adjust marks based on issues raised after the deadline for this milestone.

Milestone 5: Team Feedback Reflection

Due: Sunday 8 September, 11.59 pm Melbourne time (individual submission)

After you have completed the group member evaluation, you will be able to see the feedback that your team members have provided for you. You are also given the opportunity to reflect on this feedback and discuss what you did well and will continue to do in Project 2, as well as where you can improve. This task is technically optional, but we nonetheless encourage you to take the time to write something, even if brief.

If deemed necessary, we may look at individual reflections as part of our decision-making process for adjusting marks. Importantly, if you feel that you have been unfairly evaluated, you can provide a response here (if this is about unequal contributions, please provide repository URLs to commits where you have contributed to the project). Once again, please be respectful and constructive in your responses.

Assessment

This assignment is worth 30% of your final mark. It will be assessed based on the following criteria:

Game Concept (6 marks):

  • The game's concept should be clear, unique, and interesting, reflecting creativity and originality.
  • The game should be feasible to implement by the end of the semester, as evidenced by the prototype and GDD.
  • The "eerie worlds" theme should be effectively addressed and integrated into the game's concept.
  • The game mechanics should be well-defined, engaging, and (theoretically) fun.

Game Design Document (14 marks):

  • The GDD should provide a clear vision for the game's design. It should be well structured, including elements described under the second milestone specification where appropriate.
  • There should be a realistic and well-considered timeline with an equitable process for communication and task division among team members.
  • Use of diagrams, sketches, links, and other visual aids should be used liberally to support the text.
  • The document should be well-written, easy to read, and formatted appropriately in "GitHub flavoured" markdown. The README.md file in the given template repository must be utilised to capture the design document.

Unity Prototype (6 marks):

  • Player controls and interactions between characters should be functional (including any supporting animations).
  • Camera mechanics should be operational, including interactions with the environment and characters.
  • Externally sourced (artistic) assets should be showcased, and it should be evident that they will be compatible with the game's art style, while also being technically feasible in a WebGL deployment.
  • The prototype should reflect the vision outlined by the GDD, and provide a solid foundation for further development into a complete, fun and polished game.
  • As a WebGL build, the prototype should run at a reasonable framerate (30fps or higher) on a typical laptop/desktop computer web browser.

Project Organisation (4 marks):

  • The project should be well-organised and easy to navigate, with Assets/StartScene.unity being the entry point. The assets folder must not exceed 250MB in size.
  • All autograder "validation" tests should pass by the deadline for each milestone. Workflow files provided in the template repository must not be modified (everything under .github/workflows).
  • All team members must be committing to the GitHub classroom repository, and a workflow for avoiding/resolving merge conflicts should be in place.
  • All milestone deadlines must be met, and the project should show evidence of iterative development (i.e. not just a few of commits at the end).

WebGL Builds

Your game will eventually be deployed as a WebGL build, meaning that it can be played in a web browser. This is the only deployment method that will be supported for this project, and it won't be marked if it does not run in this environment. You should regularly build locally, and also make periodic submissions via Gradescope as outlined below.

Caution

If your project works within the Unity editor, this does not necessarily mean that it will work as a WebGL build. Build your game on a regular basis to ensure that it works as expected and that you're not dealing with unforeseen issues right before a deadline.

To build your game within Unity, go to File > Build Settings > WebGL (you might need to "switch platform"), then click Build and Run and choose a target folder. If the build is successful, Unity will create a simple local webserver and open the game in your default web browser. For a detailed guide, see this page.

Avoid changing the WebGL build settings that came with the template, as this might lead to unexpected issues during marking. If you feel you must modify something, ask the teaching team first.

Gradescope Submissions

A submission via Gradescope is required for every team-based submission (milestones 1-3). To make a submission, complete the following steps:

  1. Ensure that the GitHub repository is up-to-date and that the latest changes are merged into the main branch (if your team is using multiple branches).
  2. The team leader must submit the project repository on Gradescope, which can be opened via the respective LMS assignment page. This will require linking their GitHub account to Gradescope if they haven't already done so.
  3. The team leader should wait for the autograder to validate the submission, and ensure that all validation test cases pass.
  4. The team leader must then add all team members to the Gradescope submission. See this guide if you are unsure how to do this.
  5. All team members are expected to verify that they can see the submission on Gradescope, that all test cases have passed, and that (for milestones 2 and 3) that the correct version of the game has been deployed (see below). If you're having issues, please contact the teaching team via a private post on the discussion board.

When you submit milestones 2 and 3, the Gradescope autograder will perform some simple validation tests. If these pass, it will trigger a build in your team's project repository using the most recent commit on the main branch and attempt to deploy the build to GitHub pages (this process occurs within your repository via GitHub actions). There will be a direct link to it on the Gradescope submission confirmation page, once the autograder has finished running.

The build accessed via this link is the build that will be marked, so verifying that this link on Gradescope opens your game as expected is essential! All team members are expected to do a check of the final submission, and make sure that they are happy with what has been submitted. As such, we will not be able to consider any issues raised after the deadline.

Note

Builds can take a long time to complete, especially if there are a lot of assets. Take care to manage resources appropriately, and avoid including unnecessary assets or scenes in your project.

Late Submission Policy

Team submissions

The deadline for the milestone 3 submission is strict, with write access to the GitHub repository automatically locked at the deadline. Contact the subject staff immediately if you wish to make a late submission so that the repository can be temporarily unlocked.

Warning

The penalty for late submission of milestone 3 is 10% of the total available marks (3 marks) per day or part thereof, up to a maximum of 5 days. After this time, late submissions will not be accepted.

Penalties also apply for late completion of the earlier team milestones, but these fall under the marking criteria outlined above.

Individual submissions

The deadline for the Team Member Evaluation (milestone 4) is also strict, with late submissions not being accepted (the peer review portal automatically shuts). Failure to submit will be taken to be an indication that you have not contributed to the project, and penalties may apply as a result.

While the deadline for the Team Feedback Reflection (milestone 5) is again strict, this task is optional. However, it is your only opportunity to respond to any issues raised in the team member evaluation, so keep this in mind as we will not be able to consider any responses made after the deadline.

Academic Honesty

Every member of your team is expected to follow the University's Academic Honesty policies. To ensure that you properly attribute work that is not your own, your team must:

  • Include a "References" section at the end of your repository's README.md outlining all external resources used.
  • For code or game logic, you must also include comments within the respective source code files providing direct link(s) to the sources utilised.

Submitting work that a member of your team has not authored, without proper attribution, is considered academic misconduct. Also bear in mind that heavy reliance on external resources may result in a lower mark, as it is difficult to assess your own understanding of the concepts involved.

Use of AI Tools (e.g., ChatGPT)

Please see the University's stance on AI Tools. In particular:

If a student uses artificial intelligence software such as ChatGPT or QuillBot to generate material for assessment that they represent as their own ideas, research and/or analysis, they are NOT submitting their own work. Knowingly having a third party, including artificial intelligence technologies, write or produce any work (paid or unpaid) that a student submits as their own work for assessment is deliberate cheating and is academic misconduct.

If you use an AI tool to develop any component of the project, you must cite it in your README.md file (under the "references" section), and outline exactly how it was used.

Unity Asset Store

Use of the Unity asset store is strictly limited to importing artistic assets. In simple terms - images, models, animations, sounds and music tracks are fine, but not code, components, game logic, or non-artistic prefabs. Note that it is possible to get a great mark without using "flashy" external resources! You are assessed based on what you create, and how well you address the criteria in this specification. In other words, producing a fun and well-polished game with consistent visuals is much more important than sourcing "AAA game" assets.

Credit where credit is due ...

Remember, we expect that a majority of your submission is your team's regardless. Full credit will not be awarded where there is an over-reliance on others' work, even if it is attributed. We will be checking for similarity between submissions and with code available over the Internet.

Resources and Help

Check out the following resources for help with this project:

  • GitHub Markdown - A comprehensive guide to "GitHub Flavoured" Markdown, the formatting language used in README.md (your GDD).
  • Unity Learn - Unity's official learning platform, with tutorials and courses for all skill levels.
  • Unity Documentation - Unity's official documentation, with detailed information on all aspects of the engine.

If you can't figure something out or are unsure about something in the specification, feel free to reach out to your tutor or post on the discussion board.

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