Slide 1Slide 2Slide 3Slide 4Slide 5Slide 6Slide 7Slide 8Slide 9Slide 10Slide 11Slide 12Slide 13Slide 14Scott Keling and Gary DarbyEscape From Skybase 17Game SummarySingle player puzzle gamePlayer uses a jump interface to jump at various heights and anglesMust jump over obstacles and onto moving objects to reach level exitStory AbstractMain character is kidnapped and used for science experimentsGiven super jumping strengthIs used to test the effectiveness of the procedureTold that if he can pass several obstacle courses, he will be free to go–But is it true?AppearanceStatic screen for each levelSimple sprites and backgroundsSimple coloringInterface consists of power meter, death counter, and mouse cursorMeter fills up as player charges jump strengthFour midi songs in the gameTitle, story, game play, endingInterfacePower meter in upper leftDeath count in upper rightRed mouse cursor to set jump pathInterfacePlayer ActionsHold mouse button to charge a jumpRelease button and character will jump in the direction from the character to the mouse pointerTakes about two seconds to fully chargeCan charge jumps in the airJumps follow a parabolic pathPlayer will have no air controlUse jumps to avoid obstacles and reach (moving) platformsStrategies and MotivationsNumber of total deaths used for scoringPlayer goal to reach the doorLack of air controlCauses player to plan aheadPuzzle solving skillsQuick reaction momentsFalling/Moving platforms the player needs to jump off of quicklyNeeds to time when to start the jumping to complete puzzlesLevel SummaryThree different levels Players automatically transition to next level after completing one by stepping onto the doorLevels get progressively harderStory ProgressionNo story advancement aside from beginning and end–Situation doesn't change from level to levelEnding is open, lets the player decide how it endsHardware SpecificationHad trouble running on the machines during the game fair (unsure of the exact problem)Has no trouble on an old Dell with 2Ghz single core processor, 512 MB of RAM and basic integrated graphicsNeeds minimal graphics accelerationSoftware SpecificationDesigned using DirectXMachine needs DirectX installed to run the gameAlgorithm StylePhysicsPhysics will work by using x and y velocity to move the sprites each frame.Gravity will be applied to the y velocity each frame, making it more negative each timeCollisionCollision check based on bounding boxes around the sprites/environmentFloor done using color scanChecks made only when an object's x position (y position on vertical spikes) puts it in place to collide with the character.Changes Since MondayFixed soundAdded story slides into the gameAdded more detail to the controls screenFixed the enter key skipping all of the beginning
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