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U-M CIS 587 - Game Design

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Epic Bunny RampageCIS 487 – Game DesignAlex ZammittMarcus GilbertExecutive summaryAbstract of game storyOur story starts with our hero, a mutated bunny with superpowers, wakes up in a forest. He has complete amnesia. As he traverses through the forest he finds that the animal residents of the forest have mutated and are aggressive. You have to continue fighting your way through forest, land and swamp. You eventually come to a large mutated frog and have to defeat him. After this is done you leave the forest in search ofgreater adventure.Game play look and feel Appearance The game will be in 2D graphics displayed in a “side-view” camera angle with background page flipping. There is one main background to the game. It is a simple background with trees. Each page has different platforms that increase in difficulty as the game progresses. Eventually you get to extremely small platforms above water (mutant bunny’s cannot swim). The whole game will have a cartoony feel to it. Part of the reason is it will give the game an older 1990’s feel to it and the other reason is because neither of us have any graphical design experience whatsoever.With the difficulty of taking screenshots in 8-bit directX, we have decided to leavethe concept screenshot up for this document. This is similar to the final release. The major differences between this and the release game is an updated glowing rabbit and full shaded trees instead of dotted leaves.Player roles and actionsThe role of the player is to control the mutated bunny throughout each level and overcome any obstacle that stands in its way. The controls to do this are fairly simple:Left/Right: Moves playerUp: JumpSpace Bar: Attack enemyEsc: Pause gameF2: New GameF1: HelpEnter: Restart from last checkpointWe decided to allow the rabbit to have a plasma ball projectile as the rabbits attack. The ball will disappear on collision with any enemy or wall. We also added a timer feature of about 1.5 seconds before another ball can be launched instead of an amount of plasma on screen like we originally planned. The original concept allowed formore powerful attacks the closer the player got toward the edge of the screen. It takes on average three hits for an enemy to be destroyed with this plasma attack. The attack is weak on purpose to try to promote avoiding enemies instead of just killing them. We feel this makes for a more entertaining game.Strategies and motivationsIn the beginning the player awakes with no memory of your past, mostly becauseprior to the beginning of this game the player was a non-sentient creature. His main motivation is to find out what has happened to him and to try to unlock the mystery of his past. The way the player does this is by exploring the levels and surviving anything he may encounter. As he gets farther through the levels he realizes that he is just tryingto survive these horrid monsters.Level summary and progressionThe main level is a large forest and swamp. The player makes his way through the forest being introduced to different concepts and enemies. When he first encounters a mutated squirrel we kept the player on a flat surface with no other obstacle. This allows the player to see how many hits it takes to kill the monster or that he can jump over the monster to avoid him. We kept this ideal throughout the rest of the game when introducing other enemies and concepts like jumping over water and small platforms. Eventually, at the end of the game everything is thrown together to make the most difficult obstacle the game can provide.Development specification HardwareAny modern computer purchased in the last several years. The user will need a CPU higher than 800 MHz, 256mb ram and about 60MB of free space on their hard drive. This is probably a high estimate.SoftwareThe computer will need to run Windows XP or Windows vista and have the latest directX installed. The installation cd will come with a directX installation file.Algorithm StyleThe algorithm for running the game will be a loop that will look for certain events to occur. First the loop will check for key presses for movement or attacks and move the player as directed. Next it will update any of the enemy characters on the screen. Next the loop will check if a page flip will need to occur. Next the loop will check if an in game event is triggered, such as a dialog or level completed.This is a basic idea of how the algorithm will work. More events/checks will be added to the algorithm as needed during the implementation of the game.We also used a page flipping algorithm for the levels and we used the BOB structure LaMothe provided for the monsters and


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U-M CIS 587 - Game Design

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