Week 2's turn in.
And while you're reviewing Week 2, you'll be working on Week 3's turn in,
which is a gameplay view.
This is where you build out your first level,
the first example of the place where the game is actually played,
as opposed to the intro screens or the preferences screen.
We'll ask you to develop at least one of those.
We want you to implement some touch interaction according to your game
design plan.
And we also want you to implement some sensor interaction.
To support that, Sam has written a Cocoapod for us.
And what this Cocoapod does is it presents an overlay on your
screen of what sensors the device is currently experiencing.
The reason why we would ask you to use this is because when you record your game
being played,
there's no way to know that the device is being moved physically at all.
The recording shows the screen just sort of like still, and
you don't know that it's actually, if you record it through Quicktime,
you don't know that the device is actually moving.
And so this little bar will show a reading of the sensors coming in to
demonstrate that the device is actually moving.
So that will be a Cocoapod that you will include, and
you can subclass your game view from it.
We'll give you instructions on it.
At this stage, we're just asking you to have some game play view with
some interaction and some sensor input.
Ugly and buggy and glitchy is okay, as long as you've got something that
demonstrates those components, and if you were planning on having multiple levels.
Having one level is okay as well.
The deliverable in Week 3 will be a video demonstrating your game play screen.