Add a basic description of the "intended" final state of "version 1.0" of the game. That is, if you got it to the 'simplest playable game' that you were satisfied with, what would game play consist of? What would it look like?
Add a section to the README that explains that "intended version 1.0" of the game from (a) a player's point of view (b) a game developer's point of view.
What I mean by the distinction between (a) and (b) is that in (a) you would only write things that might be in the "help screen" if there were a help screen inside the game. It would say things like "You control the runner. press the blah key to make the runner jump. you need to jump over the sheep." stuff like that.
For (b) you might say things llike "we want the motion of the runner when jumping to actually model simple physics of jumping where there is acceleration of gravity making the jumper slow down as it goes up, and then acceerlate coming down. You might say that you are assuming the runner is of height 2 meters (he's a tall runner) or 1.75 m or whatever, and since he/she is k pixels high, we are modelling 9.8 m^sec 2 as (fill in number here) pixels per second squared. Except---we want gravity to work more like on the moon, so he can actually clear the sheep. its a game, remember?
Then... maybe write somethign about what version 1.1 and 1.2 might have--- do you add levels? What happens in later levels? Is there keeping score? Are there "lives"? Is there a time limit?
That is, do some basic game design. Just because you come up with the ideas doesn't mean you have to implement ALL of them this quarter. But even coming up with a "road map" is worth some points.
Add a basic description of the "intended" final state of "version 1.0" of the game. That is, if you got it to the 'simplest playable game' that you were satisfied with, what would game play consist of? What would it look like?
Add a section to the README that explains that "intended version 1.0" of the game from (a) a player's point of view (b) a game developer's point of view.
What I mean by the distinction between (a) and (b) is that in (a) you would only write things that might be in the "help screen" if there were a help screen inside the game. It would say things like "You control the runner. press the blah key to make the runner jump. you need to jump over the sheep." stuff like that.
For (b) you might say things llike "we want the motion of the runner when jumping to actually model simple physics of jumping where there is acceleration of gravity making the jumper slow down as it goes up, and then acceerlate coming down. You might say that you are assuming the runner is of height 2 meters (he's a tall runner) or 1.75 m or whatever, and since he/she is k pixels high, we are modelling 9.8 m^sec 2 as (fill in number here) pixels per second squared. Except---we want gravity to work more like on the moon, so he can actually clear the sheep. its a game, remember?
Then... maybe write somethign about what version 1.1 and 1.2 might have--- do you add levels? What happens in later levels? Is there keeping score? Are there "lives"? Is there a time limit?
That is, do some basic game design. Just because you come up with the ideas doesn't mean you have to implement ALL of them this quarter. But even coming up with a "road map" is worth some points.
~estimated 50