Detailed Game Plan for Final Project
IMGD-3000, C Term 2011

Game Name: Marble Mania

Team Name: Fogbreather Studios (

Development Team:
Ian Hawkes (, Alex Thornton-Clark (, Zhaochen "JJ" Liu (

Game Description:
The player navigates a ball through a series of either randomly generated or predetermined mazes (the player might be able to choose which they prefer). Each level has a designated end zone that, when triggered, takes the player to the next level. There could be multiple elevations and different obstacles with which to interact (elevators or spring boards for example). The payer's goal would be not just to make it through the level, but to do so in the shortest amount of time, of which the game would keep track.

Game Features:
Core Features:
  • Marble mobility
  • Marble momentum
  • Basic maze
  • End zone functionality
  • 3rd person camera view

Required Features:
  • Timer
  • Static levels
  • Ability to tilt maze
  • Level transitions

Desired Features:
  • Random levels
  • Traps
  • Gravity changing elements
  • 3 Dimensional mazes
  • Mobile enemies/obstacles
  • Collectables/Power-ups
  • High scores
  • Choice between random and static levels

Technical Features:
  • Basic maze
  • Static levels
  • Randomly generated levels
  • 3 Dimensional mazes
  • Various obstacles, traps
  • Ball has momentum and will not stop immediately
  • Gravity manipulation
  • Timer
  • Ability to tilt maze
  • 3rd person camera view

Artistic Features:
· Art elements will mostly be recycled from Jaeger or made from primitives.
· The mazes will use Jaeger maze tiles
· The marble will use the Jaeger ghoulie model

Implementation Plan:
The code for our game will use the C4 Game Engine. The development process will be iterative, focusing on implementing the core and required mechanics first, polishing them, and then moving on to the desired, but not strictly necessary features. As none of us have significant experience with art, most of our art assets will be made from primitives: the marble will be a sphere, and the mazes will have simple geometry. Sound effects will be free stock sound effects available on line (for example, We will be able to reuse or modify some code from Jager: the ability to generate random mazes will be added to Jager, and we’ll be able to take the timer keeping track of the mushrooms, and use it as a global timer for each level.

Distribution of Work:
There are three core types of gameplay feature: ball movement and interaction, maze generation, and the timer and other miscellaneous features. JJ will be taking care of ball movement, Ian will handle maze generation and other maze features, and Alex will work on the rest. If it turns out that some features require more or less work than anticipated, we will redistribute work further into the project.

Jan. 27 (Thu): Project teams formed
Feb. 02 (Wed): Team brainstorming session
Feb. 02 (Wed): DUE: Project summary ideas
Feb. 04 (Fri): Project approved
Feb. 07 (Mon): Detailed Game Plan
Feb. 07 (Mon): Project kickoff meeting!
Feb. 08 (Tue): WPI SourceForge Project set up
Feb. 08 (Tue): Web page set up to show your progress
Feb. 14 (Mon): Basic game structure in place
Feb. 16 (Wed): Milestone 1: Progress presented in lab
Feb. 21 (Mon): Milestone 2: Playable game alpha presented in class
Feb. 21 (Mon): Begin internal testing of implemented parts. Build, build, build!
Feb. 23 (Wed): Progress presentation in lab
Feb. 24 (Thu): Milestone 3: Playable game beta presented in class
Feb. 28 (Mon): Milestone 4: "Feature-complete" game, all major functionality in place. No new ideas! Time to finish up and test, test, test!
Mar. 02 (Wed): Game complete. Go home and get some sleep before launch day.
Mar. 03 (Thu): Final Prototype Presentations
Mar. 04 (Fri): Final Prototype Presentations