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Ordnance By Charlie Cross CIS 487 Design Document 11 15 04 Overview Story 2420 AD The Feudal Legion an outlaw organization is laying siege to Earth As a last resort the Earth Defense council sends out the heavy cruiser U S S Reckoning to draw away the attacking forces by sallying out The cruiser will attempt to launch a counterattack on the Legion at their headquarters an outpost orbiting Phobos You are a turret gunner stationed on deck B 6 aft Your mission is to preserve the Reckoning s hull integrity at all cost Destroy the Feudal Legion s waves of attackers and eliminate their headquarters Good luck Development Specification Ordnance will be developed using the DirectX 8 1 SDK It will feature 2D graphics with changing backgrounds There will be three chapters consisting of 20 scenes total The programming will be done in C and use a heavily modified version of Andre LaMothe s Blitter Object BOB Engine The sound will mostly be used from LaMothe s sound library The music will be original compositions by Charlie Cross Estimated Implementation Time 4 Weeks Product Specification Production Team Description Programming Charlie Cross The programmer will be responsible for implementing the game logic and bringing the artwork and sound together in a cohesive presentation Artwork Charlie Cross The artwork will be primarily borrowed from Andre LaMothe s sample content However the artist will be responsible for modifying the existing artwork to make the content suitable for the game Animation Charlie Cross The animations are constructed from various borrowed artwork bitmaps will be spliced together to form cohesive animations Sound Music Charlie Cross The sound director will be responsible for composing the musical score for the game as well as managing modifying or creating any sounds used in the game Target Audience The ideal audience for Ordnance should be a reasonably wide age range The game contains minimal violence other than destruction of realistic objects so the content should be suitable for ages 5 and above The game does not cater to the highly experienced or skilled gamer as its simplistic dimensions will not provide a significant challenge to the hardcore enthusiast However the presentation and flow of the action sequences should be reasonably challenging and entertaining for casual game play Game Play The game will be played from a constant side view perspective of the ship The player will be able to aim the turret left or right and fire at enemy objects The challenge of the game will be for the player to position and manipulate the turret in such a way that the number of enemy objects that hit the surface is minimized There is a shield level that starts at 100 each game If an object hits the surface the shield level is deducted The ship also has a hull rating 100 is the maximum If the shield level reaches zero objects making contact will deduct the hull rating If the hull rating reaches zero the cruiser will be destroyed and the player will lose The shield level will slowly recharge throughout the game at a certain rate It will not go above 100 The cannon and the shields draw from the same energy reserve so the rate at which the player fires the cannon affects the recharge rate For example if the player is using the turret minimally the recharge rate will be higher but if the player is holding the button down this rate will be much slower Hull damage is permanent and the hull rating does not recharge To win the game the player must survive the entire sequence of events that occur in the game The player will experience a series of challenging battles and finally reach the final objective Once the final base is destroyed the player wins the game One of the primary features of the game will be the presentation The goal of this design is to make the player feel motivated to survive by providing an epic game experience The music will be designed to precisely accompany the action on the screen The enemy ships should appear in interesting and or artistic patterns that accompany the music and make the experience memorable for the player The key to surviving Ordnance will be the player s memorization skills and sheer reflexes Production Tools The core game programming will be done using Microsoft Visual Studio net 2003 The program will utilize the DirectX 8 1 API and Andre LaMothe s Blitter Object BOB Engine The music will be composed using Melody Assistant v7 1 This program lets users create musical scores and export them to wave formats to be used in other programs Game Mechanics Overview The entire game takes place in outer space beginning in low Earth orbit and ending in orbit around Mars The player views the turret placed on the Heavy Cruiser U S S Reckoning and the stars and typical space settings surrounding it The game will combine the intense action of shooting the objects with accompanying music to create a tense anticipated atmosphere that gives the player a feeling of increasing tension and excitement At times the number of enemies will become almost overwhelming to the player and the frantic action and music will create a sensation of great excitement Camera Position The camera is positioned on a side view of the ship facing your turret The player sees the turret and surrounding objects Between chapters 1 2 and between chapters 2 3 the camera will appear to shake as the ship enters and exits hyperspace Interface and Control Summary The game will use a very simple interface which can be broken down into two categories HUD objects and user controls HUD objects Shield Indicator The shield indicator shows the player the current level of the shields It is placed in the lower center of the screen Hull Integrity Indicator Like the shield indicator only it shows the current hull integrity It is placed in the lower right corner Score This will display the user s score in the lower left corner User Controls Title story and victory screen controls Escape key Quits program Spacebar Advanced to next story screen game In game controls Left keyboard button Moves turret to the left Right keyboard button Moves turret to the right Spacebar Fires the turret weapon Right Alt Charges the turret weapon Game over screen controls Escape key Return to title screen Spacebar Reload last level Right Alt Reload last level with cheat option Replaying and Saving As described in the interface section if the player loses he she will be able to restart the game at the beginning of the last level played


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U-M CIS 587 - Study Notes

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