main gameplay (moving blocks) must be displayed on a VGA screen to receive points.
I/O (12%)
Your game should include I/O for the players to control the movement of falling pieces. Level 1 6%: using the buttons/switches on the FPGA
Level 2 12%: using PS2 keyboard
Falling Pieces of Different Shapes (17%)
Your game should have pieces of different shapes that fall at a rate of at least 2 Hz (i.e. refresh every 0.5 seconds) until it reaches the bottom.
Level 1 9%: at least one shape with 4 or more squares
Level 2 13%: at least three shapes with 4 or more squares; at least one of them cant be
a rectangle
Level 3 17%: at least five shapes with 4 or more squares; at least two of them cant be a
rectangle
Clear/Manage Lines (17%)
Once a line is filled, all squares on this line should be cleared. If the top of the box (play area) is reached, the game will stop.
Level 1 5%: the game stops if the top of the box is reached.
Level 2 9%: line can be cleared but squares on higher lines do not drop to fill in the empty
space
Level 3 17%: line can be cleared and squares on higher lines can drop
Rotation (10%)
The player should be able to rotate the shapes in 90 degrees granularity.
Level 1 5%: shapes can be rotated in 90 degrees granularity without using the processor Level 2 10%: shapes can be rotated in 90 degrees granularity using the processor
Scores (12%)
Your game should show the user a score for the current game. Level 1 7%: score is shown on the FPGA
Level 2 12%: score is shown on the VGA screen
Using Processor: You have to use the provided processor to implement at least 2 tasks out of these 5 tasks. Otherwise, your implementation points will be deducted by 20%.
Add-ons (17%)
The rest of the implementation points come from your add-on features. You can implement any combinations of add-ons to get the 17%. As with the baseline points, your score will depend on the quality of your implementation, with the maximum score noted in parentheses next to each add-on option. Note that you cannot exceed 17% for add-ons. If you do attempt multiple add-ons, we will grade the best of the add-ons that add to 17% (again, see the grading example below for
clarification).
Interrupts (12%)
Using processor (you will have to modify it), allow the user to interrupt the current game, e.g., the user can press a key to pause the game and resume, or to use a wild-card to eliminate all lines.
Controller (12%)
Build your own physical game controller and using GPIO on the FPGA to control movement and rotation.
Pseudo-Random Block Placement (12%)
Rather than hard-coding/pre-computing the placement of blocks in a new level, create a pseudo- random method of placing blocks in the level.
Leaderboard (5%)
Record scores for all games played in the current session and allow the user to display a leaderboard showing the top 3 players with some kind of identification (e.g., time).
Speed Power-Up (5%)
Cause the speed of block falling to increase/decrease as a result of a specific chain of events in your game (e.g. trigger a speed power-up after some type of game event).
Demo (15%)
Your demo will be comprised of the following tasks: A 5 to 10 minute presentation
A visual aid or deliverable
A 5 to 10 minute Q&A session
The demo will be ~30 minutes. You must have some kind of deliverable to go along with your presentation whether it be a Powerpoint, Prezi, video of your project, etc. to facilitate your presentation. The deliverable should be such that any novice would be able to understand your entire project from it.
Your presentation will be graded based on your ability to articulate technical information in a concise and cohesive manner. Every group member must substantially participate in the presentation. Additionally, you will also be graded on how well you can answer our questions. Finally, you will also be graded on your deliverable.
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