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U-M CIS 587 - Lecture Notes

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Level 3ASSIGNMENT FOUR : DESIGN DOCUMENTI. OverviewI. Game MechanicsOverviewCameraUser Interface DesignReplaying and SavingControl SummaryGame Play DetailsCut-ScenesStorytellingLevel SummaryII. Artificial IntelligenceOpponent AIPlayer DetectionMotionPath FindingSpecial ActionsCombatNPCPuzzles and TrapsIII. Game ElementsItemsCharacter BiblesIV. Story OverviewStoryboardBackgroundV. Game ProgressionSettingIntroductionFlowchartLevel and Scene DetailsVI. BibliographyASSIGNMENT FOUR : DESIGN DOCUMENTCIS487: Computer Game Design and Implementation University of Michigan-DearbornDearborn, MichiganMark Maratea17 December 2002I. OverviewMERCWars is a tactical combat game.The year is 2236. The Imperial Guard is all that remains of a once powerful intergalactic monarchy. Many of the star systems have split off and joined together in loose federationsor trading empires. The Imperial Guard still controls most of the core systems and many of the industrialized outer planets. They are constantly battling for control of systems they once held.To battle the threat of the Imperial Guard, many systems have created strong fighting forces. Others employ the services of trained mercenaries whose battle skill and mercantile wit combine to form a fierce fighting force.In MERCWars, you are the commander of a mercenary company. You have been hired bythe Colonial Loyalists to defend Sigma Alpha 6 against the elite forces of the Imperial Guard. Your goal is to survive the battle while maximizing your profits. This includes minimizing casualties, taking prisoners for ransom, salvaging vehicles and equipment, and spending the minimum on starting equipment.I. Game MechanicsOverviewMERCWars is a god-view overhead 2D game in the tradition of Civilization or tabletop games like BattleTech. MERCWars is a simplified version of the game whose primary purpose is to demonstrate the use of a title-type engine programmed in C# and using DirectX 8.0. The goal is to use your units to defeat the computer units through one on one combatCameraThe camera is fixed overhead showing the main map board. It is a fixed view 2D game using sprites and bitmapped graphics.User Interface DesignThe game map takes up the majority of the player’s screen. The game is done in 800 x 600 pixels at 32 bits per pixel. The score is posted in the upper right portion of the screen. Your active unit is highlighted by a yellow ‘halo’ to signify it.Replaying and SavingDue to the short nature of the game, there is no save game feature. The game can be replayed easily and frequently. Control SummaryUser controls consist of the following:Up, Down, Left, Right (arrows) – used to move game units around the screen.Enter – used to end a turn. You are prompted on the screen when to push enter.Escape – used at any time to exit the game. It is also posted on the screenGame Play DetailsThe game is a turn-based strategy (TBS) game. The conceptual origins draw upon gameslike Civilization, Jagged Alliance, and BattleTech (Inception or Revenge). There will be up to 8 units on each side of combat. For each unit type there will be different chassis. Each chassis has unique features such as number of weapon mounts, base speed, base armor, hit points, and movement types. These features are expressed through the attributes offense and defense. Each is a value between 2 and 20, with higher being better.Combat consists of the player’s side and then the computer’s side. Each side moves its units and attacks until all units have been moved. Combat is resolved immediately. Destroyed units are removed from the field.Game success is tracked by your score. Your score is a composite of the profit (or losses) you are making by these battles.Time to complete each campaign (3 missions) should range from 1 minutes (easiest level)to 3 minutes (most difficult.)Cut-ScenesThis game has no animated cut scenes. Prior to every level, a briefing screen appears. The screen details the current situations as well as the goals for the mission.StorytellingThe overall game story line is advanced through combat. The story has reached its climatic phase and the player must complete the story and kill the enemy units. The first stage has the playercommanding a small recon force engaging the lead elements of the invaders. The second stage has the player fighting a more advanced force with worse numerical odds. The final level has the player being heavily out numbered and attempting to flee the planet.Level SummaryLevel 1 is an exploratory level where the player sends out a small recon force to attack the enemy’s screening forces. Level2 is a screening mission. The enemy forces are moving over the countryside and encounter afriendly patrol. The player must direct the patrol against this enemy ambush.Level 3 is the final battle. The enemy has brought overwhelming force to bear and the player must lead his/her remaining units and flee the area, fighting as they go.II. Artificial IntelligenceOpponent AIThe AI is a rather simplistic entity. It exists to engage the player’s units and attempts to destroy the player. Future versions of the AI will bring in reinforcements (version 1.5) and will be able to custom fit units (version 2.0) in order to better challenge the player.Player DetectionThe ‘tabletop’ nature of the game means that all units have line of sight with each other. Detectionis automatic. All units have an attribute called Status (boolean.) Status is true as long as the unit is‘alive’ Destroyed units have their status bit set to false.MotionThe computer units move identically to the player units. The can travel up, down, left, and right.Path FindingThe computer uses a simple goal reduction technique to find the path to the nearest player unit. It first determines to closest unit by applying the distance formula to each player unit. It then reduces the horizontal distance. Once it is next to a player it reduces the vertical distance.Special ActionsThis version of the AI has no special actions. Future versions will have reinforcement options.CombatCombat occurs when 2 units of different leadership occupy the same sector. Combat is instantaneous. Each unit has a base value for offense and defense (between 2 and 20.) These values are compared and a random factor is applied (-5 to +5). The formula is Attacker.Offence > Defender.Defense + Random then Attacker = Wins Else Defender = Wins.NPCThe enemy units consist of up to 8 units represented by 4 icons.There are no


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U-M CIS 587 - Lecture Notes

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