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U-M CIS 587 - Lecture Notes

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CIS587 – Game Design & ImplementationProfessor MaximAssignment #4 – Final GameDesign DocumentMichael WestraAbstractGame GenreGame AppearanceProduct SpecificationProduction Team DescriptionTarget AudienceGame Play TimeProduction ToolsUser GuideHow to install the gameHow to play the gameGame SpecificationWhat is it like?Interface MockupStoryboards & Character biblesFlowchartLevel/scene outlinesFuture DirectionDesign SpecificationImplementation DetailsData Structures and interface DefinitionsBlock representationFalling Block Structure:Game States:Animation Work List:Dlib library interfacePseudocode for AlgorithmsChoosing the next blockFinding block matchesDropping blocks into placeDevelopment EnvironmentCIS587 – Game Design & ImplementationProfessor MaximAssignment #4 – Final GameDesign DocumentMichael WestraAbstractDragonGem is a puzzle game based loosely on Tetris, Towers, Columns, and Dr. Mario. The story line is that you are the typical greedy adventurer that is trying to steal the dragon’s gems. The only problem is that the dragon has decided to give you a taste ofyour own medicine and throws handfuls of gems at you. You need to get three gems of the same color in a row in order to dissolve the gem’s spell. If the gems pile up too high, your character will be crushed and the game will be over.Game GenreThis game fits into the general matching puzzle type of game. This includes games like Tetris, Columns, Dr. Mario, Towers, Memory, Connect-4, etc.Game AppearanceSee the sections “What is it like?”, “Interface Mockup”, and “User Guide” for more detail.Product SpecificationProduction Team Description- Lead Developer: Michael Westra- Programming: Michael Westra- Game Art: Michael Westra- Game Description and storyline: Michael Westra- Quality Assurance and Game Testing: Michael & Valerie WestraTarget AudienceThe target audience is any game player who likes a small distraction from the blood soaked gore fests like Quake. It is also appropriate for children and adults. Basically anyone who loved Tetris should like this game.Game Play TimeIt is estimated that it should take upwards of 10-15 minutes to reach the faster levels of the game depending on the player’s skill. The play length (before becoming tiresome) should be equal with similar games in the genre (e.g. Tetris, Columns, or Dr. Mario).Production ToolsThe game will be developed using the Visual Studio 6.0 with DirectX and the Lamothe add-on libraries. Photoshop and PaintShop Pro have been used to prepare the graphics, and backgrounds. The sounds were taken from windows and the Lamothe CD. See section title “Development Environment” for more details.User GuideHow to install the gameTo install the game simply extract the zip file into a directory and execute the dragon.exe executable. The game requires that DirectX is installed (See Microsoft documentation for details) as well. The game has been tested to run under Windows98, but it currently does not run under Windows NT.The archive file contains the following files:File PurposeDragon.exe Main program executableBack.bmp Background imageBlocks.bmp Block sprite mapPause.bmp Paused Game “overlay”Over.bmp Game Over “overlay”Level.wav Sound to play upon reaching a new levelGameover.wav Sound to play when game is overRemove.wav Sound to play when removing blocksFlip.wav Sound to play when flipping blocksDrop.wav Sound to play when dropping blocksHow to play the gameThe game starts with the background screen shown below. The object is to place blocks (called gems) with color types adjacent in order to form matches. This causes the blocks to be removed from the playing field while scoring points. Blocks can be positioned by moving them left and right and also turning the block over (switching the top and bottom blocks).The gems (blocks) always fall in random pairs. If three or more of any color are positioned along a row, column, or diagonal, the blocks are dispelled and the blocks above them drop down to fill in the open space. The blocks that fall into place can then match three in a row in a similar manner and this can go on for several iterations if the player is skilled in setting up the blocks.The game is controlled using the keyboard using the following valid keys:- Up: Rotates block by swapping the top and bottom gems.- Left: Moves the block to the left one column.- Right: Moves the block to the right one column.- Down/Space: Drops the block onto the stack.- Escape: Exits the game.- P: Pauses the game.- Space: Starts a new game once the player has lost the current game.The blocks consist of two gems fused together that fall and must be positioned in unison (but they dissolve independently once at the bottom). Blocks come in two varieties: the standard colored blocks, which make up the majority and a few special blocks that occur infrequently. The following lists the various blocks and describes their purpose:Red: Red gem block.Blue: Blue gem block.Purple: Purple gem block.Orange: Orange gem block.Green: Green gem block.Cyan: Cyan gem block.Yellow: Yellow gem block.Skull: This is a normally unmatchable block (dead space on board). The only way to get rid of skulls is to match them with other skulls, the rainbow block, or blow them up with a bomb. This difficulty is that they tend to be rare and cause a purposeful disruption to the normal rhythm of the game.Rainbow: The rainbow gem matches any color when placed in its final position. This block matches all colors and special blocks simultaneously by nature. If placed with care this means that it can match several blocks in rows, columns, and diagonals giving a large reward if blocks in several of these directions match (and each direction can be in a different color).Bomb: The bomb block removes random number of blocks adjacent to it. This block can be quite useful or disruptive (depending on luck and keen placement). It can be helpful when used to remove unwanted blocks, but it can also backfire and remove blocks that have been setup to yield several matches.Points are scored for dispelling blocks. The more blocks that are dispelled in one turn, the larger the score. The following chart gives an example:Number of Blocks Number of Points3 904 1605 2506 3607 4908 6409 810Levels increase for every 2000 points that are earned. Two things happen at higher levels: the blocks fall at successively faster rates, and more skull blocks are given relative to the other


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U-M CIS 587 - Lecture Notes

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