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Game Design Document RELEASE December 18 2003 2003 Austin Krauss Table of Contents Disclaimer 1 Game Overview 1 How should the game be unique 1 How is it different from other games 1 What sort of control should the player have over the world 1 Development Specification 1 Development Schedule 2 Production Team Description 3 Production Tools 3 Target Audience 4 Game Mechanics 5 Camera 5 User Interface Design 5 Control Summary 5 Game Play Details 6 Storytelling 6 Physics 6 Game Elements 7 Items data dictionary 7 Character Bibles 7 Story Overview 8 Storyboard 9 Game Progression 10 Flowchart 10 Level and Scene Details 11 Carnival Game Level Duck Shoot 11 Carnival Game Level Crate Knockdown 12 Bibliography 12 Appendix Using 3D Studio MAX 4 13 Exporting 13 Model Transformations 13 Rotation and Scaling Transformations 13 Translation Transformations 14 Modification Log Name Austin Austin Austin Austin Austin Austin Austin Austin Austin Austin Date 10 3 2003 11 15 2003 11 18 2003 11 22 2003 11 29 2003 11 31 2003 12 03 2003 12 09 2003 12 16 2003 12 18 2003 Rev 01 02 03 04 05 06 07 08 09 10 Change Created Incorporate ideas from Game Treatment document Remove titles that aren t incorporated in game Added data dictionary items Remove game elements that won t be implemented Remove Duck Shoot game level Remove cut scene details Miscellaneous cleanup Final review more cleanup Create pdf format mark for release Disclaimer This document has been created as part of CIS 587 Computer Game Design and Implementation taken Fall Term 2003 This class is intended to partially fulfill the requirements for a Master s Degree in Software Engineering at the University of Michigan Dearborn All portions of this document are hereby owned and copyright 2003 by Austin Krauss unless otherwise noted Game Overview This document contains the essential design components of a 3D game that teaches children basic mathematics The game titled Midway Math is intended to have a carnival like atmosphere to incorporate mathematics education with carnival games commonly found on the midway The purpose of Midway Math is to exercise knowledge of the software engineering process and object oriented development as well as demonstrate game design principals learned in CIS 587 How should the game be unique Midway Math will be unique from other games of the same genre by providing the player with an arcade action type of game play at the same time as working as a math learning tool Midway Math will attempt to eliminate the boredom factor of simply solving math problems by providing a game with additional game play and story goals such as winning prizes How is it different from other games Other edutainment games often stick to a 2D sidescroller type of interface Midway Math provides a first person point of view in a 3D setting allowing the player to associate the game world with many popular console games that are currently on the market With this form the child may not dismiss the game as childish What sort of control should the player have over the world The player s movement is limited to the current carnival game that is being played The player can view a limited range and interact with the game world in a limited fashion according to the particular carnival game Development Specification As mentioned above the game will be played in a 3D world environment In order to accelerate development the existing 3D engine developed for the Speedy Delivery project will be reused and adapted for Midway Math Below are the core technical specification details that Midway Math will be built around Created for Win32 platforms DirectX 8 or better Coded using C Proprietary 3D Engine Freeware 3rd party Physics Engine Tokamak from Tokamak Limited 2D pre rendered backgrounds Freeware 3D objects from the web Possible professional 3D models purchased from Turbo Squid www turbosquid com CIS 587 Computer Game Design The University of Michigan Dearborn 1Electronic version available upon request 2003 Austin Krauss Email askrauss umd umich edu Development Schedule The software engineering methodogy to be followed will be one that loosely resembles rapid prototyping With an existing engine already providing basic 3D rendering scene management and input functionality work can begin towards the beginning of the development cycle on content creation Midway Math has a firm deadline date of December 19th 2003 Major milestones red and minor milestones black are outlined in the schedule below Sunday 26 Monday 27 Tuesday 28 Wednesday 29 Thursday 30 4 5 6 Friday Saturday 31 1 November 2 3 Design Work 9 10 11 Design Work 12 13 Game Treatment Due 16 17 Core Engine Work Content Creation 18 23 24 19 25 26 20 27 Physics Engine Sunday 30 Monday 1 Tuesday 2 Wednesday 3 7 8 Design Work Design Work 14 15 Engine Analysis Core Engine Work 21 22 Content Creation Content Creation 28 29 Physics Engine Physics Engine Thursday Friday Saturday 4 5 6 Physics Engine Physics Engine Physics Engine 11 12 13 User Interface User Interface Sound Subsystem 20 December 7 8 Physics Engine User Interface 9 10 14 15 16 17 18 19 Sound Subsystem Sound Subsystem Debug Test and Debug Test and Debug Project Due CIS 587 Computer Game Design The University of Michigan Dearborn 2Electronic version available upon request 2003 Austin Krauss Email askrauss umd umich edu Production Team Description The production team will consist of only Austin Krauss to do the design implementation and testing of Midway Math Additional play testing may be conducted by friends and relatives of the author Credit will be given to individuals or companies that provide content for Midway Math and all third party licensing agreements will be fully complied with Please see the section titled Bibliography for reference materials used in project development Production Tools Microsoft s Visual C 6 and Autodesk s 3D Studio MAX 4 will be the two primary production and content creation tools The author possesses expertise with Visual C 6 and familiarity with 3D Studio MAX The game will be designed and implemented using object oriented development techniques in the C programming language Primary and secondary production tools are enumerated below along with their intended purpose Visual C 6 Source code complier to be used in conjunction with the DirectX 8 API 3D Studio MAX 4 Used for designing game levels and objects Adobe Photoshop Elements 2 Used to create and modify background art as well as edit model textures Tokamak Physics API A


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U-M CIS 587 - Game Design Document

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