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Delivery Boy Design Document Steve Blossom University of Michigan Dearborn CIS 487 1 This page was intentionally left blank 2 Table of Contents Delivery Boy Design Document 1 Table of Contents 3 Game Mechanics 5 Overview 5 Camera Position 5 Interface Design 5 Replaying and Saving 8 Game Play Details 9 Cut Scenes 10 Storytelling 10 Artificial Intelligence 10 Opponent AI 10 Player Detection 10 Motion 10 Path finding 11 Special Actions 11 Combat 11 Non player Characters 11 Game Elements 11 Character Bible 11 Items 11 Story Overview 12 Story board 12 Background Plot Summary 12 Game Progression 13 Flowchart 13 Level and Scene Details 13 Bibliography 14 3 This page was intentionally left blank 4 Game Mechanics Overview Game Story The year is present day You armed with a great master plan of obtaining massive amount of fortune have just started a job as a delivery boy for the Jimmy Johns Gourmet Subs Cooperation Unfortunately you ve had the luck of becoming a delivery boy at one of the stores located in Ann Arbor Michigan One of the most difficult cities to deliver in Known for its bad drivers random one way streets and of course jaywalking pedestrians that rarely look before crossing it can be a delivery boy s nightmare It is your goal to keep your employment with the Jimmy Johns cooperation so you can accrue enough wealth to own the free world Game Play The game is an overview 2D game The goal is to successfully get the car to the delivery goal within the specified time period If successful the player earns tip money which is then added to their total savings While out delivering the player must avoid hitting parked cars If they happen to come in contact with a parked car it will cause damage to their car If the player s car gets 100 damaged they can no longer deliver subs and the game ends If they finish their delivery without obtaining 100 damage they can apply the money they have saved or earned to fix their car The goal of the game is to save up as much money as you can Each level is randomly generated everything except the map to mimic the actual delivery environment where you have what seems to be random delivery times and random delivery locations Because this takes place in Ann Arbor parked cars are randomly placed on the streets to represent the way people park where every they feel like parking Development Specifications The software will be developed in Visual C 6 0 with DirectX The parts of DirectX will be Direct3D DirectInputs A digital camera will be used to capture any needed graphics for the game play Photoshop 7 0 will be used to manipulate any of the images so a contiguous virtual world can be created Camera Position The camera is located at an over head location looking downward towards the ground The camera will remain in a relatively fixed position When the player s car is near a boundary of the world the car will be moved instead of the camera to provide the illusion of an end of a world Otherwise the car will be centered on an axis x or y and the background screen will be moved The view of the camera position can be seen in the Game Play screen located in the Interface Design portion of this document Interface Design 5 The game consists of four main screens Intro Screen The intro screen consists of a title and a logo and the help on what keys are valid to continue on in the game Pressing the I key takes the user to the instructions screen Pressing the escape key exits the game and pressing the spacebar will take the user to the level start screen 6 Instructions Screen The instruction screen consists of three screens The first 2 screens develop the story line for the player giving a basic story outline and the goals of the game The final screen pictured above shows the controls for playing the game Pressing the enter key will display the next instruction screen pressing the escape key will return the user back to the intro screen Level Start Level End Screen 7 The level start end screen consists of a header which has the Jimmy Johns logo and the game title at the top On the screen the player s current wealth is displayed the amount of damage to the car At the end of a level the results of the level are displayed This includes message indicating whether they completed the delivery successful or not and the amount of tip they earned or lost accordingly Game play Screen The game play screen consists of five main elements First is the player s car This is the white car in which the camera follows around This is the object the player controls The next are the blue cars These cars are the parked cars that the player must avoid These cars appear on the road through the world map Next is the directional arrow This is a yellow arrow that is always on the screen and located in the lower right hand corner of the screen It represents the direction that the delivery location is from the car s current position in the world The next two items are the time remaining in the level and the total amount of damage the player s car has obtained When the remaining time is less than 15 seconds the text turns a red color to bring attention to the user The car damage indicator also turns red when a damage rate of 80 is obtained Replaying and Saving There is no mechanism for replaying or saving Just as in real life if you don t make a delivery you don t get another chance to do it again In future revisions of the game it might be feasible to have the game play back the last level of play Control Summary Intro Screen I key Displays Instructions Screen Spacebar Displays the Level Start Screen 8 Esc key Exits the game Instructions Screen Enter key Displays the next screen of instructions Esc key Returns player to the intro screen Level Start Screen Spacebar Starts the game Esc key exits the game Level End Screen Esc key exits the game Game Play Screen Up Arrow Increases the player s speed goes forward Down Arrow Decreases the player s speed goes reverse Left Arrow Turns the player s car left Right Arrow Turns the player s car right Esc key Ends the level and returns the user to the Level End Screen Game Play Details The game starts up with the initial screen see Intro Screen in the Interface Mockup section From the Start screen the player than presses the i key for the instructions Instructions display the basic story line and the controls to the player The instruction screen shows all information needed for the player to successfully play the game If the presses the spacebar the game is


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U-M CIS 587 - Delivery Boy – Design Documen

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