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U-M CIS 587 - Lecture Notes

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Golden-IDesign DocumentCIS587Fall 2003Dr. MaximDennis Shelton2-15-04I. Overviewa. “Golden-I” is designed to be a fun, visually pleasing typing challenge. It is not a typing tutor, as it does not include tutorials to improve your typingskills. It merely provides timed typing tests in a fun graphical environment. The storyline will be a spoof of the spy genre, specifically the James Bond series of books and movies. You will be Linus T. Letterman, super-spy for the British SIS. Your enemies will be the evil duo of Willy Soft and Auntie Trust. You will be battling over the software license to rule all software licenses, aka the Golden-I. The game consists of 2 levels, and will having settings to control the difficulty of each level as well as the length of each level. Level 1 will test the user’s ability to type singleton words, whereas Level 2 will require the user to type sentences.II. Game Mechanicsa. Overviewi. Golden-I is written entirely in Visual Basic 6 and utilizes Direct X 7 graphics and sound functionality. Much of the code used was developed in Visual Basic Game Programming with Direct X by Jonathon S. Harbour with Andre LaMothe.b. Camera Positioni. Level 1: Overhead1. The camera in level 1 is placed directly over the road course, looking down so you can see the entire course.ii. Level 2: Side View1. In level 2, the camera is looking into Willy Soft’s laboratory, so you can see the descending blocks, the Golden-I, and his lab in the background.c. User Interface Designi. Menus1. The Menus are all designed to be navigated using the keyboard, specifically the arrow keys for navigation and the Enter key to select an option. A feature I intend to add to a later revision of this game is the ability to use the Mouse to navigate the menus. ii. Level 11. As you can see from the screenshot above, Level 1 has a relatively simple layout. I created a slightly winding road course as a deviation from the standard oval-track all too common in racing themed maps.The computer is the blue car, and leads the way. As it passes each of 7 points along the course, words are dropped. Five are shown with words already deposited; thefinal two are along the last straight-away. In order for the yellow car to pass these points, the user must type the corresponding word correctly.In the middle of the screen are the statistics, including frames per second, incorrect keystrokes, correct keystrokes,and elapsed time.iii. Level 21. Level 2 has a slightly different interface, although the gameplay is similar. The background is much more complex, resembling the clutter of instruments often found in a scientific laboratory. This time the statistics are in the lower left-hand corner, while the target sentences are contained within blocks of the industrial press descending towards the Golden-I. d. Replaying and Savingi. This game does not have any replay or game-save features. I chose to do this for 2 reasons. Firstly, there are only two levels, so there’s no situation where a user will have invested a lot of time passing many levels only to have to start over. Secondly, the purpose of this game is to improve the user’s typing skills through aggressive practice. As such, it gives the user more practice to require them to beat the levels consecutively in order to beat the game.e. Control Summaryi. All user input for this game is handled via the keyboard. Menus utilize the arrow keys and the enter key. Both levels are designed to utilize any printable characters via the letters and numbers on the keyboard.f. Game Play Detailsi. The game play is very simple. Words appear on the screen, and theuser needs to type them. In level 1, the user types single words at 7 points around the track. In level 2, the user types complete sentences as they descend from the ceiling.g. Description of user experiencei. The user experience is meant to be cartoonish, but still give them a good workout on the keyboard. From the simple graphics to theBond-theme audio clips, it’s an enjoyable environment that puts the user at ease to allow for better typing skills.h. Cut-Scenesi. There is only one real cut-scene in this game, and that’s the intro. It is modeled after the opening scene from every James Bond movie, where bond moves left across the screen then turns and fires at the sniper following him.i. Storytellingi. The story of this game is your defense of the Golden-I Software License as Linus T. Letterman. Your enemies are “Slick” Willy Soft and his henchman, Auntie Trust. The game begins when you are offered the opportunity to participate in a competition to settle the fight once and for all. If you win, Soft & Trust will give up their pursuit to destroy free software once and for all. If you fail, they will control the world (of free software, at least). It turns out that even if you win, Soft & Trust steal the license anyways and tryto destroy it at their secret laboratory. You pursue them there and try to stop their giant press from crushing the license.ii. Other than the intro, the story is relayed to the user through static screens before and after each level.j. Level Summaryi. Level 11. As stated before, level 1 is a car chase on a road-rally course. The enemy’s car gets a head start (the length of which is determined by the level picked by the user), and then the user’s car follows. There are 7 points around the course where the lead car will drop words. In order to pass those points, the player must type the word correctly. Mistakes will push the user back. If the user stays within 1 lap of the enemy for the allotted time, he wins. If the enemy catches the player’s car, the player loses.ii. Level 21. In level 2, there is a press descending from the ceiling towards the Golden-I. The press is made of up to 11 blocks, each block containing a sentence. The user must type the sentence in the lowest block to destroy that part of the press. If the press reaches the Golden-I, the player loses. If the player keeps the press above the Golden-I for the allotted time, he wins.III. Artificial Intelligencea. Opponent AIi. This game does not utilize any form of Artificial Intelligence.b. Player Detectioni. Level 1 utilizes a sprite collision detection function from Visual Basic Game Programming with Direct X.ii. In level 2, collisions are detected by comparing the Y value of the lowest sentence to the Y value of the Golden-I.c. Motioni. In level 1, the cars move with a


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U-M CIS 587 - Lecture Notes

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