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U-M CIS 587 - 3D Game Project

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Group:Blake FarrugiaMohammad RahmaniNick SmithMatt SmudzTony Tahmouch3D Game Project – HomeboundCIS 487/587Professor MaximOverviewGame MechanicsOverviewCamera PositionUser Interface DesignReplaying and SavingControl SummaryDirectionalMenuGame Play DetailsFig.1 Journal ExampleCut-Scenes and StorytellingLevel SummaryNote that while each level is roughly symmetrical, various bottlenecks and door placements make navigation a less than trivial task. The second level is less open-ended in flow, forcing the player to take one of two paths to get to the exit, but is also more challenging because of the bigger spaces the player must travel through. The final stretch of the second level is an extremely open lobby area with virtually no cover, which forces the player to make a run for the exit.Another design consideration was the monotony of the levels. Due to the surreal lack of furnishings and props normally present in such an area, the player will find themselves frequently getting lost in the stomach of the asylum. This provides an extra challenge, and forces the player to be about their utmost wits in order to navigate, even having to turn back and re-route on some occasions.DesignTypesAttributesPlayer DetectionMotion and Path FindingCombat and RespawningPuzzlesGame ElementsItemsCharacter BibleStory OverviewStoryboardScene 1: Story Splash screenScene 2: Beginning of level 1, “J” is a rotating journal page the guard had on himScene 3: End of level 1Scene 4: Beginning of level 2Scene 5: End of level 2. Padded CellScene 6: End Game screenPlot SummaryGame ProgressionSettingIntroductionFlowchartMain Game Flowchart:Level Flow:Death Flow: Added to explain how levels reset once player is caught.Level DetailsLessons LearnedBibliographyMaterials used:Group:Blake FarrugiaMohammad RahmaniNick SmithMatt SmudzTony Tahmouch3D Game Project – HomeboundCIS 487/587Professor MaximOverviewHomebound is a Torque-developed, stealth-based action/strategy game for the PC. The game centers on the character Redmond Waters as he tries to escape the Whaletoe Institutefor the Criminally Insane. He is currently a patient at this institute, but a series of events allows him to break out of his cell and attempt to return to his idealized version of home. Redmond has been held here long, and perceives all in his way as hostile guards. Redmond must successfully circumvent any guards that cross his path to exit the asylum. The wards contain pieces of Redmond’s journal which explain his trials and the inner workings of his mental facilities, leaving it up to the player to decide whether Redmond is truly going back home. Game MechanicsOverviewThis section will detail the mechanics of the game such as enemies, dropped items, and objectives. This game was developed primarily in Torque Game Engine Advanced 1.7, with some level design assistance from Valve’s Hammer editor, a choice made due to some of theshared experience held with the editor and its compatibility with Torque’s interior DIF format. Torque handled all other matters of development, from texture mapping to scripting.Camera PositionThe camera position is chosen as first person to put players into Redmond’s eye. Third-person camera views were felt to give the player too much visual information and lower thedifficulty. The first person view also enhances the sense of immersion and makes the player feel as though they inhabit Redmond’s body. All sensory information Redmond has is given to the player, no more, no less. Camera stays at first person, so any splash screens of storyline fill the player’s vision.User Interface DesignThe user interface design begins with the main menu. The user is greeted with a custom splash screen that allows them to play the game and exit the game. It also mentions the keyboard controls. The only other items of user interface are the journals littered about thelevels which display a picture in the player’s main field of vision. Splash screens in the introduction and final screen (after Redmond escapes) are also displayed as a supplement to the journals, and serve to give the story setup and conclusion. The in-game HUD is deliberately minimal in order to enhance the sense of total immersion into the game world. Since no GUI items provide distraction, the player has no choice but to focus on Redmond’s predicament. Additionally, since the player has no health level or ammo, there is little needto clutter the UI with such items.Replaying and SavingThere is no way to save a particular game’s progress. Once the player is caught by a guard, the player is sent back to the starting point in the level. Thus, the game provides a checkpoint system rather than a save system. The advantage of not allowing the player to save at any point means more is at stake when they play the game, and adds to the intensity of the experience. It also eliminates the ability to repeatedly use trial-and-error tomake it through the level, thus increasing the challenge. Replay value is added through multiple paths to the player’s given goal and guard patrols to create a unique experience to find all journals and escape.Control SummaryControls follow standard FPS convention since the mid-1990’s with Half-Life. The following describes our control set:Directional- WASD – (In order: Forward, Left, Backward, Right)- Space – JumpMenu- Escape – End Game Menu- Mouse – interact with menu items, exit game, and adjust in-game viewThe player has no particular need to jump, as there is no vertical scaling in the levels. However, it adds some extra control to the game and gives a slightly greater sense of freedom.Game Play DetailsThe game places the player into the role of Redmond Waters in his journey to escape his insane asylum. The game play is stealth based, and mainly involves the evasion of the guards. The player should not interact with any non player characters, lest he get caught escaping and be returned to his cell. Guards patrol the grounds, so the player must use his wits and hide whenever the guards are running past. Along the way, journal entries that have been removed from Redmond’s person are scattered across the hospital grounds, probably due to inept guards carrying around the files.The files are noted with his doctors’ thoughts on Redmond’s mannerisms and general health at the time, but Redmond does not trust these thoughts anymore. He decides that heneeds to leave the asylum to be with his daughter once


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U-M CIS 587 - 3D Game Project

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