Delivery Boy – Design DocumentTable of ContentsGame MechanicsOverviewCamera PositionInterface DesignReplaying and SavingGame Play DetailsCut-ScenesStorytellingArtificial IntelligenceOpponent AIPlayer DetectionMotionPath findingSpecial ActionsCombatNon-player CharactersGame ElementsCharacter BibleItemsStory OverviewStory boardBackground/Plot SummaryGame ProgressionFlowchartLevel and Scene DetailsBibliographyDelivery Boy – Design DocumentSteve BlossomUniversity of Michigan – DearbornCIS 487- 1 -This page was intentionally left blank.- 2 -Table of ContentsDelivery Boy – Design Document.......................................................................................1Table of Contents.............................................................................................................3Game Mechanics.............................................................................................................5Overview......................................................................................................................5Camera Position...........................................................................................................5Interface Design...........................................................................................................5Replaying and Saving..................................................................................................8Game Play Details.......................................................................................................9Cut-Scenes.................................................................................................................10Storytelling................................................................................................................10Artificial Intelligence.....................................................................................................10Opponent AI...............................................................................................................10Player Detection.........................................................................................................10Motion........................................................................................................................10Path finding................................................................................................................11Special Actions..........................................................................................................11Combat.......................................................................................................................11Non-player Characters...............................................................................................11Game Elements..............................................................................................................11Character Bible..........................................................................................................11Items...........................................................................................................................11Story Overview..............................................................................................................12Story board.................................................................................................................12Background/Plot Summary........................................................................................12Game Progression..........................................................................................................13Flowchart...................................................................................................................13Level and Scene Details.............................................................................................13Bibliography..................................................................................................................14- 3 -This page was intentionally left blank.- 4 -Game MechanicsOverviewGame StoryThe 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 PlayThe 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 asmuch 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 SpecificationsThe 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 PositionThe 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 illusionof 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
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