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U-M CIS 487 - ASSIGNMENT THREE- GAME TREATMENT

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ASSIGNMENT THREE : GAME TREATMENT13 NOVEMBER 2002Chassis: Heavy Tracked TankASSIGNMENT THREE : GAME TREATMENTCIS487: Computer Game Design and Implementation University of Michigan-DearbornDearborn, MichiganMark Maratea13 NOVEMBER 20021.0 EXECUTIVE SUMMARY1.1 Abstract of Game StoryThe 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.1.2 Game Play and AppearanceMERCWars is a turn-based strategy game with a ¾ overhead view. It resembles games such as BattleTech: The Crescent Hawks Revenge or Civilization. Your role is that of the military commander. You will have access to supply and resupply menus, unit commands, and various help menus. The graphics will be sprite based and the overall map will be of a grid, hex or octagon format.1.3 Development SpecificationBasic keyboard movement:Number Pad controls basic directional movement for the units on the map.Unit Information Window:Unit nameUnit lifeUnit movement (remaining / total)Unit statistics (armor, offense, defense, etc)Company Summary Window:Capital remainingTotal unitsGraphics:Sound for movement and attackingSound for unit deathSprites for each unit typePlay Type:Single playerPossible multiplayer future expansions2.0 Product Specification2.1 Production TeamsI’m am a solo developer on this project. My testing team includes Josh Knobel, Lynn Hedger, and Chris Rapp.2.2 Target AudienceThe game is intended for teens and adults due to the complex thinking and decision making required. Probably gender is male due to the combat nature.This game is NOT dexterity or reflex based. Minimal mouse skills will be needed. 2.3 Game PlayThe 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 3 main types of units: Armor, Infantry, and Artillery.For each unit type there will be at least 3 different chassis. Each chassis has unique features such as number of weapon mounts, base speed, base armor, hit points, andmovement types. Many of these features can be modified with upgrade kits. These upgrades can be purchased or salvaged off the field.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 player, however disabled units are left on the field. Disabled units can be salvaged and reused in the next level. They can also be scraped andused for parts. This is particularly useful if they contain unique technology because that technology can be reverse engineered and used by your team.Time to complete each campaign (3 missions) should range from 90 minutes (easiest level) to 5 hours (most difficult.) 2.4 Production ToolsMost of the programming is done in VC #.net using DX8.1b SDK.Graphics work is done in Ulead, PhotoShop, and AutoCAD 2000.3.0 GAME SPECIFICATION3.1 What is it like?As stated previously, the game is a fairly standard TBS. The twist to the genre comes from the concept of modular units. Phases:The game consists of 3 distinct phases: Organization, Setup and Combat.The organization phase allows the player to purchase needed supplies and units. Units can also receive “spot training” in some of the skills and be healed (if necessary.)The setup phase gives the player the first look at the coming game map and the mission objectives. The setup phase begins with a detailed mission briefing showing the game map and the objective lists and intelligence on the enemy. Following the briefing, the player places his units on the map (with in the players ZOC (zone of control) and designates an AA (Assembly Area.) The AA is the site where reinforcements will spawn. Losing the AA equates to losing the battle.The combat phase in the main game phase. The player maneuvers his units and engages enemy units in combat. The player can also purchase reinforcements (at a substantial higher price) and place reserve units (designated so during the setup phase) on the field.While the game is focused on battle, most of the decision making may take place during the organization phase. At the time, the player should determine their tactical agenda and outfit their units accordingly. This is done by using the modular unit packages. Each unit type is actually a composition of various packages. For example, a HEAVY TANK is a defined package based on:Chassis: Heavy Tracked TankArmor: StandardMain Weapon: 120mm AutocannonSecondary Weapon: 50 cal machine gunEngine: StandardOption: NoneRadar: 2 unitsEach of these fields can be modified (except for the chassis, which is fixed for this vehicle.) Players must first purchase the correct part to upgrade to. Upgrades are free of labor and time, allowing the players to experiment with designs before the setup phase.There are many weapon types including EMP, Autocannon, Laser, Machine Gun, Missile,Rockets, and Gauss Rifle (rail gun.)Armor types include: standard, light, heavy, and ferroEngines include: standard, light, heavy, silentOptions include: shield and cloakRadar includes 0,2,4, and 8 units. Units can only shoot targets within radar range unless another unit is spotting for them. MOST weapons require LOS (line of sight) with the exception of Missiles.The player’s goal is to disable as many enemy units as possible (destroying only when necessary) and retreating once the combat gets too thick. At that point the player regroupsand goes back to the organization phase for the next battle.3.2 Interface Mockup< see attached >3.3 Summary of


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U-M CIS 487 - ASSIGNMENT THREE- GAME TREATMENT

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