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U-M CIS 587 - Study Notes

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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 havea 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 theusers 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 MonstersLevel 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 yousee 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:#1Name: TerraRace: EsperClass: Brawler#2Name: JeanRace: FrogClass: Swordman#3Name: MerleRace: CatGirlClass: Brawler#4Name: LockeRace: HumanClass: Swordman#5Name: MogRace: MoogleClass: Mage#6Name: NinaRace: AngelClass: Cleric#7Name: TigerRace: HumanClass: Gunner#8Name: JoshRace: MonkeyClass: ClericEnemy types:#1Race: Fork#2Race: Glass#3Race: Knife#4Race: PepperShaker#5Race: Plate#6Race: SaltShaker#7Race: SpoonItem Dictionary:4 items/weapons are in the game. They are assigned to characters by their class. Sword: Attack=30Wand: Attack = 5 , Magic Attack = 30Fist: Attack = 25Bow/”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 apresentaton of three story cut scenes is shown each for ten seconds.Flowchart:TITLE SCREENHELP 1HELP 2HELP 3HELP 4CHARACTER SELECTLEVEL 1LEVEL 2LEVEL 3LEVEL 4LEVEL 5GAME OVER LOSEGAME OVER VICTORYLessons Learned:I am not good with graphics. I have always gotta by with my games because the graphicaloptions were severely limited


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U-M CIS 587 - Study Notes

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