Gamasutra - 'Faculty Postmortem: Cal Poly Pomona's Game Development Course'
It's free to join Gamasutra!|Have a question? Want to know who runs this site? Here you go.|Targeting the game development market with your product or service? Get info on advertising here.||For altering your contact information or changing email subscription preferences.
Registered members can log in here.Back to the home page.    

Search articles, jobs, buyers guide, and more.

By Robert W. Kerbs
[Author's Bio]

Gamasutra
July 13, 2006

Faculty Postmortem: Cal Poly Pomona's Game Development Course

Introduction
What Went Wrong
What Went Right

Conclusion

   
   

Change Login/Pwd
Post A Job
Post A Project
Post Resume
Post An Event
Post A Contractor
Post A Product
Write An Article
Get In Art Gallery
Submit News

 


 


[Submit Letter]

[View All...]
  



Upcoming Events:
Workshop on Network and Systems Support for Games (NetGames 2009)
Paris, France
11.23.09

EVA 09 - Exposicion de Videojuegos Argentina
Buenos Aires, Argentina
12.04.09

Flash GAMM Kyiv 2009
Kyiv, Ukraine
12.05.09

Game Connect: Asia Pacific (GCAP)
Melbourne, Australia
12.06.09

ICIDS 2009 – Interactive Storytelling
Guimaraes, Portugal
12.09.09

[Submit Event]
[View All...]

 


[Enter Forums...]

Note: Discussion forums for Gamasutra are hosted by the IGDA, which is free to join.
 


Features

Faculty Postmortem: Cal Poly Pomona’s Game Development Course

What Went Wrong

Time management on the overly-ambitious ambitious project. While a couple of teams were able to fully implement their story ideas and meet all milestones, most team’s games were overly-ambitious for a ten-week course. A few started off with the intention of building and importing models from Maya, 3D Studio Max, and other modeling software packages. When they realized that a great deal of work would be needed for actual implementation of these models in their own games, most teams dropped the idea, and went ahead with simple models of their own. From the beginning, I encouraged the teams to use very simple geometric shapes at first, and if time-permitted, they could then consider utilizing the more advanced models. Only one team (out of 14) was able to nail down every milestone so well that they had extra time before the next milestone was assigned to explore modeling packages.


Student-Created Main Selection Screen

Technical problems. Each game had three modes: player-against-machine, player-against-player, and kiosk. By far, the most difficult mode for the teams was with kiosk mode. In this mode, all screens, models, animations, AI, collisions, physics, sound effects, and songs for the game would automatically be demonstrated for each level of the game. Once the final level was traversed, then the game would start over at level 1. This challenge tested all aspects of their games and pointed out the difficulty of handling AI, collisions, and physics correctly.

A major problem with most groups was the use of a source code control system whereby the team’s code could easily be merged together. Magnifying the problem was the fact that many students had different software packages and versions than the computers in the Software Engineering Laboratory. Frequently, students worked on something at home and found that it did not work at school on a laboratory computer. At least 30% of the student in-lab time was ill-spent with both of these problems.

Another technical problem involved the systems teams demonstrated their games on. While all of the computers were 2Ghz P4s with 1GB of RAM, the graphics cards were not up-to-date. Consequently, some teams experienced slow-downs when using the school’s computers.

Design. Some teams had a difficult time progressing from their original UML class diagram to actual game implementation. As problems became identified in their original designs, some modified their UML diagrams to better represent what they actually ended up with. While this iterative approach is a good software engineering principle, some teams did not close the design loop by updating their UML diagram.

What Went Right

_____________________________________________________

 


join | contact us | advertise | write | my profile
news | features | companies | jobs | resumes | education | product guide | projects | store



Copyright © 2005 CMP Media LLC

privacy policy
| terms of service