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Game Mechanics Camera Position The camera is static almost overhead camera angle The user is looking straight ahead at the characters on the screen seeing their front back or side The characters move on a 2D grid which appears underneath them User Interface Design The game uses keyboard exclusively The user will only have to use the arrow keys return escape and backspace Escape will quit the game at anytime Backspace cancels a command if applicable The arrow keys will control the cursor position and return will make a selection The cursor will only allow the user to make proper commands The cursor look and position will change as neccessary based on user actions Replaying and Saving There is at current build no saving mechanism As built the database system the game is built on top of is read only As for replay value the game does offer 8 total characters only 5 of which are used at anytime Thus the user can go through the game a variety of ways Also the files containing character data are relatively easy to manipulate and given proper instructions users can create their own characters enemies levels etc without having to recompile code Control Summary The arrow keys will control the cursor position and return will make a selection Escape will quit the game at anytime Backspace cancels a command if applicable Game Play Details The game starts off with a simple menu offering to start the game or to see instructions If instructions are selected a text description of controls and basic flow of battles is outlined Game start will begin the game A short series of static cut scene frames will explain the story to the user Afterwards users will be taken to a character selection screen Users will choose 5 of the 8 characters Afterwards the first battle will be loaded and started Battles are turnbased events Each iteration the game will increment every characters AP Action Points by their ASPD Attack Speed When a character reaches 100 AP it will be their turn Ties will be broken by which character has the most AP and fail that by the character that is first in the internal character list During a turn users have a choice between moving attacking using skills or ending their turn Attacks and skills will automatically end the users turn Each move will take 30 AP off the users total attacks 50 and skills 75 The battle ends when either all CPU or human characters are defeated A human victory will increase the strength of all characters used and bring back the character selection screen and the next battle will begin After the fifth battle and Ending screen will be displayed Cut Scenes These pictures represent the opening cut scenes that tell the background story Each last approximately 10 seconds before moving on Storytelling The game is not very heavily dependat on story The story will be presented to the users via the cut scenes shown above Level Summary Level 1 One easy monster basically a one hit kill Give the user a non threatening enviroment to play around with the game Level 2 3 monsters respectable hardness Level 3 4 Monsters Level 4 5 Monsters Level 5 2 Boss monsters Artificial Intelligence Opponent AI In this beta build the Opponent AI is limited to a sek and destroy the first thing you see form The CPU will move around randomly and attack any human character it is near The AI will only use regular attacks ie no skills in this build Player Detection All characters are visible to both the AI and the human players The AI will have full knowledge of where every human character is on the board Motion Being turn based there is no real motion detection involved The AI simply reads in the current state each time it can make a move Path Finding The AI will not move into the same square as another character In it s current form the sprite will make a straight shot to its destination if it is strictly horizontal or vertical If movement is needed in both directions it will move at a 45 degree angle until it reaches one of it s targets then moves at a straight line to its target At the current time sprites will pass through each other Special Actions In the beta version the AI will not use special actions In the future the AI will use skills on a random basis Combat The AI will move around randomly until it finds a human character The AI will attack this character regardless Evasion and accuracy are based on internal data values call flee and hit The formula for an attack hitting is hit flee 75 If a random number is less than that value it is a hit if it is higher it is a miss For example characters where the attacker has hit equal to the defenders flee will get a 75 hit rate A character that has double the flee will be hit 37 5 of the time Attack strength is another internal data value To figure out damage it is essentially attack defense It is built in for there to be addition or less damage based on elemental values ie fire ice water attacks at the current time however every attack in the game is neutral Non Player Characters The only non Player Characters in the game are the enemy units which are described in the Character Bible Puzzles Being a combat game there are essentailly no puzzles in the game Game Elements Character Bible User Characters 1 Name Terra Race Esper Class Brawler 2 Name Jean Race Frog Class Swordman 3 Name Merle Race CatGirl Class Brawler 4 Name Locke Race Human Class Swordman 5 Name Mog Race Moogle Class Mage 6 Name Nina Race Angel Class Cleric 7 Name Tiger Race Human Class Gunner 8 Name Josh Race Monkey Class Cleric Enemy types 1 Race Fork 2 Race Glass 3 Race Knife 4 Race PepperShaker 5 Race Plate 6 Race SaltShaker 7 Race Spoon Item Dictionary 4 items weapons are in the game They are assigned to characters by their class Sword Attack 30 Wand Attack 5 Magic Attack 30 Fist Attack 25 Bow Gun Attack 20 Range 3 Game Progression Setting The game takes place in an unknown unnamed world Introduction The story starts off with the main menu Once the user chooses to start the game a presentaton of three story cut scenes is shown each for ten seconds Flowchart TITLE SCREEN HELP 1 HELP 2 CHARACTER SELECT HELP 3 LEVEL 1 HELP 4 LEVEL 2 LEVEL 3 LEVEL 54 GAME OVER LOSE GAME OVER VICTORY Lessons Learned I am not good with graphics I have always gotta by with my games because the graphical options were severely limited working with OpenGL primitives or Graphing Calculator lines and pixels When faced with a real graphical assignment where I was expected either by myself or class


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U-M CIS 587 - Study Notes

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