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Assignment 4 Final Game Design 911 Space 2000 Michael D Baker CIS 587 Computer Game Design and Implementation Monday January 14 2019 DEPARTMENT OF ELECTRICAL AND COMPUTER ENGINEERING THE UNIVERSITY OF MICHIGAN DEARBORN Evergreen Road Dearborn MI 48128 1491 911 Space 2000 TABLE OF CONTENTS TABLE OF CONTENTS 1 EXECUTIVE SUMMARY 4 ABSTRACT OF GAME STORY 4 GAME PLAY AND APPEARANCE 4 Appearance of Play Area 4 Appearance of Game Elements 4 Game Play Physics 4 Game Play Goals Obstacles 5 Game Scoring 5 Game Progression 5 DEVELOPMENT SPECIFICATION 5 PRODUCT SPECIFICATION 6 PRODUCTION TEAM 6 TARGET AUDIENCE 6 GAME PLAY AND SHELF LIFE 6 PRODUCTION TOOLS 6 USER GUIDE 8 INSTALL PROCEDURE 8 INSTRUCTIONS 8 Commands 8 Physics Strategy Tips 9 GAME SPECIFICATION 11 WHAT IS THE GAME PLAY LIKE 11 SUMMARY OF STORY LINE 13 CHARACTER LOCATION BIBLE 13 FLOWCHARTING 14 SCENE OUTLINES 15 LEVEL OUTLINE 15 Michael D Baker Jr Page 1 1 14 2019 911 Space 2000 DESIGN SPECIFICATION 17 GAME PHILOSOPHY 17 IMPLEMENTATION DETAILS 17 Graphic and Sound Sources 17 Graphic and Sound Technology 18 Language Used 18 Outside Code Sources 18 Animation Technique 18 Game Objects 19 Coding Style Reasoning 19 DATA STRUCTURES 20 Bitmap Files 20 Stellar Objects asteroids star 20 Player Object 21 Torpedo Objects also used for Astronaut 21 DirectX Structures Used 21 INTERFACES 22 PSEUDOCODE FOR ALGORITHMS IN 911 SPACE 2000 26 DirectX Initialization Algorithm 26 Bitmap to Surface Loader Algorithm 27 Game Object Initialization Algorithm 27 Main Game Loop Algorithm 28 Physics Calculations 30 Motion Velocity 30 Gravity 30 Scoring 30 Destroying an asteroid 30 Picking up the astronaut 30 Destroying the astronaut with torpedo 30 Level Difficulty Calculation 30 Increasing difficulty with number of Asteroids 30 Decreasing difficulty with more time for Astronaut Rescue 30 DEVELOPMENT ENVIRONMENT 31 Michael D Baker Jr Page 2 1 14 2019 911 Space 2000 IDE Used for Implementation 31 SCOPE 32 DISCUSSION FOR PURPOSES OF CLASS PROJECT 32 GAME FEATURES FOR FUTURE RELEASES 911 SPACE 2000 THE SEQUEL 32 APPENDIX A SCREEN SHOT OF GAME 33 Michael D Baker Jr Page 3 1 14 2019 911 Space 2000 EXECUTIVE SUMMARY Abstract of Game Story In the game 911 Space 2000 the player takes on the role of a rescue starship captain in the hostile environment of a distant star system His or her mission is to pilot a star ship to rescue free floating astronauts and clear the interplanetary danger posed by an asteroid storm Complicating matters is the limited air supply of the lost astronaut The game is a fast paced arcade style game with strategy elements After either succeeding or failing to rescue the astronaut and clearing the asteroid field the player will move to the next level where additional asteroids are added Game Play and Appearance Appearance of Play Area The game is a 2 Dimensional top down space simulation taking place on a large playing field consisting of a single screen Movement of the player within the visible playing screen area will be relative to the fixed background Once the player moves to the boundary of the screen they will wrap around to the other side in the fashion of many arcade games Appearance of Game Elements The appearance of the graphics will be sprites bitmaps displayed on a black background with a smattering of distant fixed stars The asteroids astronaut and even the player s torpedoes shots will move relative to a fixed central star Sizes in addition to distance will not be to scale and will instead be kept small This will be done to account for the size of the playing area as well as for playability reasons All of these bodies to be seen on the screen at any given time increasing the game pace and emphasizing the impression of a dynamic astrological system Game Play Physics The game will include basic physics velocity momentum and gravity This will affect the player s ship missiles asteroids and lost astronaut Michael D Baker Jr Page 4 1 14 2019 911 Space 2000 Game Play Goals Obstacles The emphasis of the game is to pilot the player s ship through the star system avoiding and eventually destroying asteroids to rescue the astronaut in time For playability reasons the lost astronaut will have an amount of air proportional to the number of asteroids for any given level The greater the number of asteroids the more air the astronaut will have The player will have a limited number of missiles for use against asteroids at any given moment The level will be completed upon achieving the goals of picking up the astronaut and destroying all of the asteroids Should the player not rescue the astronaut in time the level will be complete when all of the asteroids are destroyed Game Scoring The player will receive a score for each asteroid destroyed which will be a fixed amount The player will receive a score for each astronaut rescued by passing over them although the value of the astronaut will increase with the level difficulty Should the player accidentally shoot the astronaut an easy thing when there are too many asteroids then the player will be penalized No bonus or penalty will be applied to the player score if the astronaut runs out of air This scoring system should encourage players to want to rescue the astronaut while taking care not to carelessly shoot everything that moves at the beginning of a level Game Progression The game repeats until the player quits the game by pressing the escape key ESC or by being destroyed Coming in contact with a star or asteroid can destroy the player s ship At the end of the game the player score will be displayed The strategy of the game will require the player to make use of the gravity physics and planetary motion in order to rescue the astronaut This will also apply to obstacle avoidance Development Specification The game is designed for minimal systems and should run on a Pentium 400 or better with DirectX7 0 Disk space needed is 3 Megabytes Ram needed is as per the Windows 95 98 operating systems although 64 Megabytes is recommended A sound card is also recommended but not required Michael D Baker Jr Page 5 1 14 2019 911 Space 2000 PRODUCT SPECIFICATION Production Team ROLE Game Designer Programmer Graphics Artist PERSON Michael Baker Michael Baker Andre LaMothe although he doesn t know it Sound Effects Michael Baker Andre LaMothe Documentation Testing Michael Baker Michael Baker Michael Baker Stephanie Baker Target Audience The target audience is Upper Elementary 7 to 11 and older It is hoped both


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