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U-M CIS 487 - Game design

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Executive Summary- Abstract of game storyEach level is presented as a new mini-game that the player must solve in order tomove onto the next level. The gimmick in this game, however, is that all mini-games are only solvable using a pair of on-screen hands, one left and one right.- Game Play and AppearanceAs stated in the abstract, a pair of hands should be shown on the screen at alltimes. It is through these hands that the player will solve the current mini-game.Some levels may allow for the hands to move freely around a defined quadrantwhile other levels keep the hands in one place on the screen. In short, the controlof the hands will depend on the current mini-game being played.Also on the screen will be a status bar which shows the real-time restrictions forfinishing a certain mini-game, such as time left to go, distance to go, and “misses”left. Also on the status bar will show any type of goal that must be met for thatparticular mini-game.The rest of the on-screen appearance will be of a first person view of the world ormini-game. These scenes are described further in depth in the Scene Outlinessection, found within the Game Specification.Development Specification- The estimated time to finish should be approximately three-and-a-half weeks with atleast 20 hours per week going into the project.- Code should be done in C/C++ to follow the skeleton code provided by LaMothe.- Before every function, a comment block should be added to include the inputs,outputs, and summary of computation of that specific function.- The code should allow for almost instantaneous response. In a game whereaccuracy in timing is one of the more important parts of the game, it could be thedifference between winning and losing the mini-game.- A code review should be conducted every week to make sure that the guidelineslisted above are adhered to.- Playtesting should occur after each module is complete. For example, once thehands are drawn on screen and the code is implemented, the code should becompiled and tested to ensure that indeed the intended result is achieved.- 1 -Product SpecificationProduction Team DescriptionDivision and Role Member NameManagement and DesignSoftware Planner Chris LesnieskiLead Architect Chris LesnieskiProject Manager Chris LesnieskiGame Designer Chris LesnieskiProgrammingLead Programmer Andrew LaMotheProgrammer Chris LesnieskiArtLead Artist Chris LesnieskiArtist Andrew LaMotheTBAMusic and MiscellaneousMusician TBASound Effect Technician Andrew LaMotheChris LesnieskiSupport and Quality AssuranceTechnical Support Chris LesnieskiQA Lead Chris LesnieskiQA Technician Chris LesnieskiPlaytester Chris LesnieskiTBATarget Audience- This game is being developed for Windows machines so only machines withWindows operating systems will be able to run it.- 2 -- The main human interface is with a two-buttoned mouse, be it USB or PS/2. Thismay potentially alienate people who are trying to play on a laptop where the onlypointing interface is a touchpad or eraser-head. Users will still be able to play thegame, but those pointing devices are much more inaccurate than a traditionalmouse.- People who are interested by more of the games that feature mini-games withinthem. One example would be Incredible Crisis which came out for the originalSony Playstation. Also, because of the themed game play (two hands, use of onlymouse) people that play similar games such as DDR, Donkey Konga, or KatamariDamacy, will be interested in what this title has to offer.- Because there is no blood, violence, gore, sex, adult situations, or obscene words,this title is geared towards players anywhere from age 7 and up.Game PlayPlease see the Pace of Game Play section in the Game Specification.Production Tools- Microsoft Visual C++ 6.0 will be used as the IDE. Because of the level of familiaritywith it by the programmer and the language being used, this IDE is the mostobvious choice.- Microsoft Paint will be used for light editing of graphics within the game. For quickpixel by pixel editing and putting all of the animation frames into place, this tool willgive us the most bang for our buck.- JASC Paint Shop Pro will be used for heavy editing of the graphics within thegame. Things that make this tool useful is it's clone brush, cropping ability, resizingability, and the ability to make changes to palette including the hue, brightness, andcontrast.- A to be announced sound editor will be used as well in the project. This tool shouldhave the ability to convert from MP3 to WAV format and back, allow editing of WAVfiles (such as altering the pitch and adding effects), saving in multiple formats, andcontain no spyware.- 3 -Game SpecificationPace of Game PlayPlaying the game should be slightly frustrating, but in a challenging way. The goalsof the mini-games are simple and the strategy (if any) to reach those goals arepretty well laid out. The challenge will be to manipulate a hardware interface that –more than likely – the player has used since the first time they logged onto acomputer. The challenge presented indicates that the type of user most suited for this gamewould be the first-person-shooter buff, where reaction time and physical movementof the mouse counts more than the overall strategies within the game.This presents a little bit of a dilemma. Traditionally, first-person-shooter playershave not been terribly inclined to play more original types of games. That's not tosay that they never do, just that only a small fraction of them do. Which is not tosay that players of more original games have less hand-eye coordination. Quite theopposite could be said, in fact, with the timing, finger, and foot movement requiredfor such games as DDR for both the arcade and console. What remains to be seenis how they will be able to translate those skills from one hardware input device toanother hardware input device.InterfaceThe software user interface for the game will include a pair of hands and a statusbar for every mini-game. The status bar will be placed at the bottom of the screenand give only relevant information for that particular mini-game: the goal to be met,your current progress, limits on when the mini-game will end and what level theplayer is on.As far as the hardware user interface goes, a mouse should be all that is required.However, the mouse


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U-M CIS 487 - Game design

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