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Steel over Eden
Project 6 • Grading view
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Project information
Debug:
_db_representative_name_check
OK
FIX
Representative game name
Steel over Eden
Stockholm
Project 6
Packaging and submission
💾
file_6a1f374643b061.56822103.zip
3.92 GB
Download
Debug:
_db_zip_format_check
OK
FIX
Game submission
Submission in .zip format
Named correctly with version if applicable
.zip-archive with correct structure
Debug:
_db_passes_crap_file_detector
OK
FIX
Garbage files in submission
Passes 'crap file detector' without obvious problems
No project or source files (.vsxproj, .cpp, Bin/Tutorial..)
Only power of two textures in .DDS format
No project or source-code in submission
No project files such as .vsxproj, .vs, .h, .cpp, .pbd
Debug:
_dab_game_runs
OK
FIX
Game runs
Game starts both in debug and release
Game provided in retail with correctly optimizations
Game playable in debug, release and retail
Base specification
Debug:
_db_reference_game
OK
FIX
Reference game outline
Outline of what is used from reference game
Description showing how the game makes use of the reference game
Outline of what is NOT used from reference game
Debug:
_db_start_no_extra_windows
OK
FIX
Starts without extra windows
Usually only game window
In retail console should not be shown
Debug:
_db_start_fullscreen
OK
FIX
Starts in non-exclusive fullscreen
Fullscreen Window, borderless or windowed fullscreen
Debug:
_db_window_focus
OK
FIX
Tabbing out and into the game without problems
External tools can be used to take screenshots and record videos of the game
(snipping tools, obs, screen to gif, and so on)
Debug:
_db_window_resize
OK
FIX
Supports 16:9
resolutions: 720p, 1080p & 1440p
The game detects resolution at startup (It doesn't need to be configurable at runtime)
Can be tested by changing Windows resolution settings before staring the game
Debug:
_db_splash
OK
FIX
TGA-logo shown first
According to
specification
Group-logo shown
Any third party logo, required by licence, shown after TGA and group logo
Debug:
_db_game_time
OK
FIX
TGA-logo shown first
Minimum: 10 minutes qualitative playing time for a player new to the game
Maximum: 30 minutes hard limit
(If all requirements for the game can't be verified in that time the game will recieve a failing grade)
Menus
Debug:
_db_main_menu
OK
FIX
Main menu
New game
Level select
Options menu
Credits
Debug:
_db_options_menu
OK
FIX
Options Menu
Can change sound volume
Can toggle windowed mode
Debug:
_db_credits_menu
OK
FIX
Credits Menu
Static image displaying name and role for group members
Sound and music credits
Third party libraries - IF required by licence
Debug:
_db_pause_menu
OK
FIX
Pause menu
Ingame pause menu
Pressing ESC pause the game and activate the pause menu
Resume
To Main Menu
Options
Can change sound volume
Can toggle windowed mode
Exit Game
Shuts down the game
Project Specification
Debug:
_db_game_requirements
OK
FIX
Game requirements
Player & camera based on the reference game
At least 3 different hinders
Grafically and functionally different
Debug:
_db_3d_graphics
OK
FIX
3D Graphics
Feedback on player actions and skill level
pickups, points, grade
Debug:
_db_quality
OK
FIX
Quality assurance
Game is free from game braking bugs
Crashes, softlocks and similar
Game uses mouse pointer where needed
Typically needed if used in some way in menu or game
Game doesn't have any performance problems
Lag-spikes in certain situations
Unreasonably long loading times
And similar type of problems
Debug:
_db_art_and_content
OK
FIX
Game provide well populated and coherent environments
Game follow art direction
All models and textures fit together at the same style and level
This also include menu, HUD and mouse pointer
Debug:
_db_suitable_sound_and_music
OK
FIX
Game has suitable sound and music
Suitable music
Suitable sound effects
Debug:
_db_game_feedback_on_actions
OK
FIX
Game provide suitable feedback on actions
Animations, VFX, SFX, camera shakes, and so on
<i>Game juice</i>
Debug:
_db_game_motivation
OK
FIX
Game provide the player with clear motivation for the game
Why is Mario running and jumping to get to the castle? Becaus Bowser kidnapped Peach
Why are we killing zombies in Resident Evil? Because we are trapped in a mantion and want to survive
Why are we solving puzzles in Portal? Because there will be cake! ^^
Debug:
_db_game_teaches_how_to_play
OK
FIX
Game teaches the player how to play the game
This
Debug:
_db_game_progression
OK
FIX
Game progression
Increasing difficulty (for example: enemies doing more damage)
Player moves through visually distinct environments
Game has a clear begining and end
Promotional material
Debug:
icon
OK
FIX
Representative Game Icon
1024 x 256
Representative icon
Size: (512 x 512 px)
Format: 'png/jpg'
Debug:
icon
OK
FIX
Representative Group Icon
1024 x 256
Representative icon
Size: (512 x 512 px)
Format: 'png/jpg'
Debug:
_db_trailer
OK
FIX
Trailer submission
1920 x 1080
Game trailer (.mp4)
Fileformat: .mp4, Encoding: h.264
Full HD resolution (1080p)
Between 40 and 60 seconds
TGA-logo shown first according to
specification
Group-logo and Credits shown
Debug:
_db_thumbnail
OK
FIX
Thumbnail
1280 x 720
Fileformat: .jpg or .png
Resulution: 1280x720
Max Size: 2MB
Debug:
_db_screenshot
OK
FIX
Screenshots
Five high-resolution screenshots
Fileformat: .jpg or .png
Resulution: 1280x720
Max Size: 2MB
Documentation
💾
file_6a1f36f12b7201.49734713.docx
26.3 kB
Download
Debug:
_db_group_pm
OK
FIX
Group post-mortem
Group post mortem according to specification
Fileformat: .pdf
Length: Around 1/2 A4
Specified questions answered
Highlights and optional material
Debug:
_db_optional_highlights
OK
FIX
Optional Highlights
Video can not be played
Video can not be played
Video can not be played
Video can not be played
Video can not be played
Video can not be played