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Overview This game is exactly what it looks like a Super Mario Bros clone It s not quite as advanced as a usual Mario game but I think it has much potential It is a very simple game to play as will be discussed further I ve had fun with this project and put forth a lot of effort but still think I could have done more I may continue work on this even after it has been graded but I hope this version is a very enjoyable game nevertheless Game Mechanics Overview This is a traditional side scrolling platform game out of the same mold of Super Mario Bros released in 1985 by Nintendo for the Nintendo Entertainment System The gameplay is simple run jump collect items deal with enemies and reach the goal of the level It is very simple to play and could appeal to players of all ages No noticable violence is depicted in this game Camera Position At all times during gameplay the camera is at a side view perpendicular to the field of play This is the best way to give a great view when all movement is just up down left or right As the main character moves the screen scrolls with him except when he is at the level limits User Interface Design There is one simple menu in this game It contains a few brief details about the game and in that menu you may select a level start the game or exit the game Once inside of a level all the statistics needed are displayed towards the top of the screen in a fixed position no matter where your character moves This information includes Time How much time has elapsed in the level Life How much remaining life you have A flag icon shows how many flags that you have collected Points Shows a mixed score based on the other stats Enemies Defeated shows how many enemies you have defeated in that level Replaying and Saving No saving features to speak of You must always start from scratch every time you restart Control Summary For the purposes of actually playing this game a gamepad must be used The controls are very straightforward The directional axis moves you left and right then there is an action button for running and for jumping these may vary based on your controller Outside of the levels you use the keyboard to navigate menus The Enter key usually starts a level while Escape will exit the entire game Game Play Details You start off on the left side of a level and must work your way to the right side of the same level Along the way you will run into flags enemies pits and obstacles which may just block your path The number of enemies defeated flags collected and an overall score is kept track of Also there is a running timer but that is not an issue as it is just an extra feature Cut Scenes and Storytelling There are neither sut scenes nor storytelling in this game Level Summary All levels progress in the same way You move your character from the left side of the level while dealing with many obstacles One word of caution is that as you progress to the right you can move back to the left but platforms of a certain distance in that direction will disappear This will keep the player going mostly forward The levels are all in the same format but the arrangement of objects varies greatly and some objects will not appear in all levels Level 1 is meant primarily as an introductory level and the other two are intended to be a little deeper in content Artificial Intelligence Opponent AI All opponents have their own preset ways of movement For most if they run into an impassable object they reverse direction If they reach a pit they fall A couple of enemies just have one strict way of moving and do not react to the aforementioned conditions Enemy movement is simply done by setting velocities in the x and or y directions Player Detection The enemies AI in this game does not react to the player position Motion There is not much in the way of complex physics in this game Each object has it s own constant rate of falling Same can be said of left right movements Everything has it s own speed in these directions The player however has two possible horizontal speeds The player may be walking or may speed up if running Path Finding Every moving thing has preset velocities These velocities change based on interaction with impassable objects such as the floor If there is no floor the moving object will fall If a movable object walks into an impassable object it will be stopped enemies just reverse direction there are a couple of enemies that do not react the these immovable objects and just stay in their one set of movements regardless Collision Detection There are several sets of collisions tested against each other Simple collisions are tested between the player and flags The only concern is if the player hits the flag The other collisions must be defined by a direction of collision Different effects may come is a collision comes from a different direction The four possible directions of collision include top left right and sides This is crucial for the tests on collisions between the player to platforms the enemy to platforms and the player to enemies Combat If you hit an enemy in a wrong way you lose life The main action in combat is jumping on the enemy Some enemies can t be jumped on and thus are invincible Non Player Characters No non player characters in this game Puzzles and Traps There are no puzzles in this game The closest thing to traps are the pits If you fall into a pit you automatically lose Game Elements Items The only obtainable item in this game is the flag There are two colors of flags The red flags count as only one The blue flag counts as five flags and is also worth more points Character Bibles The third Mario Brother he is only know as this Nobody knows about him because his brothers are the foamous ones He is in training to hopefully be on the same level as his famous brothers someday Little Goomba the infamous weakest enemy in a Mario game Koopa Troopa Another old favorite The more experienced Mario Brothers know how to use this enemies shell as a weapon Unfortunately this game s main character can t quite do it yet Spiny A well protected enemy Bullet Bill Where he comes from and where he s going is anybody s guess Pirhana Plant A very hungry plant The ones in this game grow wildly which is why they are here without any pipes As with a typical Super Mario Brothers style game any age category could be targetted The game is non violent easy enough to appeal to younger gamers and has the classic NES game appeal to older gamers This style of game also …


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U-M CIS 587 - Lecture Notes

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