Innovative Marble Platforming Game Development Project

Tilted
Team 2
David Green, William Harris, Drew Rudasill, Connor Dean
Problem
What problem?
Making games won’t save the world!
...But there are still problems we can
address. 
Accessibility
Mobility
Expensive costs
Badly designed games
Why does it matter?
The happiness of people’s lives is
important. 
Available to almost everyone, for free.
Regardless if no one needs it, everyone
can benefit.
Possible outcomes if left unresolved:
Accessibility gap increases.
Availability drops.
Continuation of bad design
An entire marketing audience left unexplored!
Objective
The main objective is to create a marble platforming game for
mobile devices.
There are other objectives we wish to implement as well:
Two control schemes:
Gyro controls
Touch Screen
Leaderboards.
Friends/Social capabilities
Customization options to create a personal experience, such as marble textures.
Implement replay system
Background
Unity
One of the most popular game engines
there is for developers.
It’s not only a framework with which we
run our code on, but it also acts as an
editing tool. 
Unity utilizes Views that allows us to
manipulate the objects as we are
building. It also allows us to view our
game in real time while making changes
in the code. 
Extremely well documented, making it
easy to use.
Database
A database is how we will store
information from our users such as
their ID.  
We need this because there are certain
features that we want to implement and
require a table to pull information from. 
For instance, if we want to implement a
high-score leaderboard for a certain
level, we can pull from each user their
best times of that level and display the
top ten.
Related Works
Marble Run
Race marbles on various courses.
Pros:
Users create their own levels
Cons:
Bad user interface
Lack of controls
Watch it play itself
How ours will be different
Players will have direct control over
their marble
Good user interface 
Network features
High level design
Unity natively uses an Entity-Component architecture, but can
support a sort of Model View Controller sub-architecture.
In concurrence with the Entity-
Component architecture, we will be using a
Model View Controller (MVC) architecture.
Our Model will contain all the data of the
game. Anything physical that can be found in
the game world will be here.
Our View will show the game to the
player. This loads and unloads objects based
on what the player sees.
Our Controller will be how the player
navigates the game world and the menus.
Touch controls, gyro controls, and things of
that nature go here.
When communicating with our database, we will most likely use RSA to encrypt user data and scores.
This should prevent users from manipulating data from a browser. We’ll likely be using 000webhost,
which is a free web hosting service that includes database management tools.
Risk
Scheduling
A rough outline of our schedule
shows that if we move roughly
at this pace, it should take
almost all semester.
If we move faster or slower
than our schedule, we’ll adjust
as needed.
Key Personnel
David Green
Computer Science Senior
Machine Learning, Android Studio, C++,
Java, SQL, Hadoop, Spark
Responsible for Android compatibility. 
Drew Rudasill
Computer Science Senior
C++, Java, SQL, Python
Responsible for Gameplay Design and
Physics
Will Harris
Computer Science Senior
 
C++, Java, SQL, Managing databases,
game design, UI design
Responsible for Database and Level
Design
Connor Dean
Computer Science Senior
C++, Python, Java, JavaScript, C,
artificial intelligence, game logic, and
game design
Responsible for general bugs
Facilities and Equipment
   
Required
Unity with Android Support
Database Host
Android phone (Physical or Emulated)
Android Studio (If Physical is not possible)
References
PS Games Mobile(2017). Marble Run(1.3.1)[Mobile Application
Software]. Retrieved from 
https://play.google.com/store/apps/details?id=com.patyuk.mrc&
hl=en_US
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Development project focusing on creating a mobile marble platforming game with unique features like gyro controls, touch screen support, leaderboards, and social capabilities. Utilizing Unity for game engine and database management for user data security. Emphasis on MVC architecture for game design and addressing accessibility issues in game development.

  • Game Development
  • Mobile Gaming
  • Unity Engine
  • MVC Architecture
  • Marble Platformer

Uploaded on Sep 14, 2024 | 2 Views


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  1. Tilted Team 2 David Green, William Harris, Drew Rudasill, Connor Dean

  2. Problem What problem? Making games won t save the world! ...But there are still problems we can address. Accessibility Mobility Expensive costs Badly designed games Possible outcomes if left unresolved: Accessibility gap increases. Availability drops. Continuation of bad design An entire marketing audience left unexplored! Why does it matter? The happiness of people s lives is important. Available to almost everyone, for free. Regardless if no one needs it, everyone can benefit.

  3. Objective The main objective is to create a marble platforming game for mobile devices. There are other objectives we wish to implement as well: Two control schemes: Gyro controls Touch Screen Leaderboards. Friends/Social capabilities Customization options to create a personal experience, such as marble textures. Implement replay system

  4. Background Unity Database A database is how we will store information from our users such as their ID. We need this because there are certain features that we want to implement and require a table to pull information from. For instance, if we want to implement a high-score leaderboard for a certain level, we can pull from each user their best times of that level and display the top ten. One of the most popular game engines there is for developers. It s not only a framework with which we run our code on, but it also acts as an editing tool. Unity utilizes Views that allows us to manipulate the objects as we are building. It also allows us to view our game in real time while making changes in the code. Extremely well documented, making it easy to use.

  5. Related Works Marble Run Race marbles on various courses. Pros: Users create their own levels Cons: Bad user interface Lack of controls Watch it play itself How ours will be different Players will have direct control over their marble Good user interface Network features

  6. High level design Unity natively uses an Entity-Component architecture, but can support a sort of Model View Controller sub-architecture. In concurrence with the Entity- Component architecture, we will be using a Model View Controller (MVC) architecture. Our Model will contain all the data of the game. Anything physical that can be found in the game world will be here. Our View will show the game to the player. This loads and unloads objects based on what the player sees. Our Controller will be how the player navigates the game world and the menus. Touch controls, gyro controls, and things of that nature go here. When communicating with our database, we will most likely use RSA to encrypt user data and scores. This should prevent users from manipulating data from a browser. We ll likely be using 000webhost, which is a free web hosting service that includes database management tools.

  7. Risk Risk Risk Reduction Designing games is a potentially challenging task. It all depends what s in it. For instance, building your own game engine could be its own capstone project. Instead of designing our own, we re using Unity; a well known, and super well documented engine. Connection to the internet can cause all kinds of security issues. People finding information they aren t supposed to find and using it with malicious intent. Secure messages through encryption and decryption when internet is required for a task. Designing a game which can only be used while online would be limiting design potential. This project is designed to be fully playable offline, without ever needing to connect to the internet. Online features just add extra depth.

  8. Scheduling Tasks Dates A rough outline of our schedule shows that if we move roughly at this pace, it should take almost all semester. 8/19-8/25 1. Learn Unity s ins and outs. 8/26-9/1 2. Design Game flow 3. Program game physics 9/2-9/8 4. Program UI interface 9/9-9/15 5. Test on actual android devices 9/16-9/22 6. Design actual levels 9/23-9/29 If we move faster or slower than our schedule, we ll adjust as needed. 7. Build actual levels 9/30-10/6 8. Design network features 10/7-10/13 9. Implement network features 10/14-10/20 10. Secondary device testing 10/21-10/27 10/28-11/03 11. Fix anything that s still broken 12. Prep app & storefront materials 11/04-11/10 13. Deploy app to store 11/11-11/17 14. Document our process 11/18-11/24

  9. Key Personnel David Green Will Harris Computer Science Senior Machine Learning, Android Studio, C++, Java, SQL, Hadoop, Spark Responsible for Android compatibility. Computer Science Senior C++, Java, SQL, Managing databases, game design, UI design Responsible for Database and Level Design Drew Rudasill Connor Dean Computer Science Senior C++, Java, SQL, Python Responsible for Gameplay Design and Physics Computer Science Senior C++, Python, Java, JavaScript, C, artificial intelligence, game logic, and game design Responsible for general bugs

  10. Facilities and Equipment Required Unity with Android Support Database Host Android phone (Physical or Emulated) Android Studio (If Physical is not possible)

  11. References PS Games Mobile(2017). Marble Run(1.3.1)[Mobile Application Software]. Retrieved from https://play.google.com/store/apps/details?id=com.patyuk.mrc& hl=en_US

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