The exam will be open book and open notes, but no calculators or other electronics will be permitted.
There will be a total of eight questions, worth ten marks each, and your best 7 answers will be used (i.e. the final exam is out of 70 marks). Plan on spending a total of about twenty five minutes per question.
The exam will be a mix of essay and problem/analysis questions, based on the design/theory material discussed in lectures.
The questions will largely be essay based ("discuss the challenges associated with ...", "discuss the advantages/disadvantages of ...", "describe a good approach to the following problem ...", etc).
General advice:
(1) Use your time wisely - spend a few minutes to read through the exam first, then go through and answer the questions that seem easiest (for you) first. Don't spend more than twenty minutes on any one question unless you've already got a partial answer for at least nine questions. (2) Part marks are available for almost all questions, so be sure to give as much of a solution or approach as you can provide -- you can't get any marks for leaving the question blank! (3) Review the material before the exam - generally in an open book exam you still don't have much time to spend flipping through notes trying to find an answer. You're much better off if you only need the notes to look up the odd bit of code/logic/content to support your answer. (4) Try the practice questions below well before the exam, and talk to your instructor about any questions/doubts you have about your answers. (5) Bring along a hardcopy of your final project documentation, as some of the questions are likely to ask you to relate theory from the course to your specific game project. |
Practice questions
"The player must understand how and why he failed, so that he can learn from his mistake and increase the feeling of failure being his responsibility."
Provide reasoned arguments either in support of or in opposition to those two ideas.
Pick a style/genre of game you are familiar with, and outline a preliminary test plan that you would recommend for testing different typical features. These features may include the user controls, the interface and display, the sound and graphics effects, the user guidance, setting of difficulty levels, the effectiveness of the AI, the game speed, game stability, "fun", etc).
One example is the "two-thirds average" game: everyone participating must guess a number between 0 and 100, and the winner is the person whose guess is closest to two-thirds of the average of all guesses.
Describe strategies you would recommend for a player (or an AI) to use in this game, and justify these strategies.
In the context of a racing game, discuss ways in which the game difficulty can be dynamically balanced to keep interest levels up, but without making the dynamic balancing obvious to the player.
Discuss two possible ways of encouraging players to limit their playing time, and discuss the advantages and disadvantages of each.
Your task is to recommend a simple set of rules to control AI characters in the old west scenario below. (A logical description of the control rules is enough - you don't need to provide actual code.)
If there are no obstacles between the AI and its destination it moves directly towards the destination.
If there is an obstacle between the AI and its destination, it sweeps its gaze to the right until it sees the edge of the obstacle, and moves towards that point.
Outline how you would form a test plan based on a user manual that had the following contents:
Describe which approaches would be most appropriate for the AI in your game project and why.
(If your game project does not include any moving AI then pick a mainstream game and describe the approaches you think would be most appropriate for that game and why.)
Discuss the form of demo you feel would be most appropriate for a game based on your game project, and why.
Supported list of actions | |||
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move forward
jump switch weapon zoom in fire weapon |
move backward
crouch switch item zoom out use item |
move left (sideways)
run grasp or pick up item turn left view objectives |
move right (sideways)
climb drop or release item turn right aim weapon |
Mapping of actions to controls | ||
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Control | Mode: | Mode: |
Button 1 | ||
Button 2 | ||
Button 3 | ||
Button 4 | buttons 5,7 are front left, 6,8 are front right,
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Button 5 | ||
Button 6 | ||
Button 7 | ||
Button 8 | buttons 9, 10 and mode selection are on top | |
Button 9 | ||
Button 10 | extra space is provided for describing analog/d-pad use | |
D-pad | ||
Left analog | ||
Right analog | ||
Justification: |