UConn CSE 4904 - 2D Vertically Scrolling Shoot’em-up Video Game

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2D Vertically Scrolling Shoot’em-up Video GameProject 4 Milestone I ReportJoseph Dowden, Philip Ho, James Gedarovich1 Introduction1.1 Background and motivationA “vertically scrolling shoot’em-up video game” (VSSVG) is a specific video game genre. The parent category of “vertical shoot’em-up video game” (VSVG) began with the release of Spaces Invaders in 1978. The VSSVG genre grew from the parent category with the increase in sophistication of video gaming hardware. VSSVGs allow the user to control either a ship or character on screen from an overhead view and to navigate that in-game object through a scrolling landscape that is defended by various types of hazardous objects such as monsters, vehicles, buildings and terrain. It is the goal of the user to destroy as many objects as possible without being destroyed. Historically VSSVGs are 2D, although there have been some 3D games of this type in recent years.The motivation for producing a 2D VSSVG is that they are a popular video game genre that most people find enjoyable to play, that they have a low learning curve compared to many other types of video games and that they can be created to a reasonable degree within the course of a semester.1.2 Document conventionsThis document follows the recommended milestone I report guidelines and contains a glossary in the appendix for terminology used in this project.1.3 Team members and task breakdown- Animation (Joe): Module that takes images and delays that animates sprites.- CollisionDetection (Phil): Checks bounding boxes and pixels for collisions.- GameEngine (Joe): The core that runs the game loop. Each loop of the game loop the game engine calculates the distance moved by objects in the game, listens for input, checks for collisions, makes calls to the sound and music engines.- Input (Phil): Module that has event listeners that listen for mouse movement, mouse clicks, mouse scrolls and keyboard input. When there is an input event there is a Boolean variable set so that the GameEngine can query whether an event has taken place.- Map (Phil): Loads the map files and overlays them on top of each other.- Map Maker (Jim): A separate tool that allows the player to edit the map files.- Music (Joe): Plays music that it is commanded to by the game engine.- Overlay (Joe): The final graphic drawing layer that displays the player’s remaining damage counter and weapon power.- Sound (Joe): Plays sound effects that different modules request.- Sprite (Jim): Module that has subtypes of different sprites for bogies, players and bullets.- TitleScreen (Phil): A screen with the title of the game.1.4 References- “Developing Games in Java” by David Brackeen; published by New Riders- Java SE official reference documentation; http://java.sun.com/javase/reference- Related games: 1982, 1983, 1982: Joint Force, Tyrian, Guardian Legend- Wikipedia; http://www.wikipedia.org2 Overall Description2.1 Product functions and perspectiveThe purpose of this video game, like any video game, is to provide entertaining interaction for the users. There will be the ability for the player to control the game and to progress through the demo level. The user’s in-game character will have weapons to destroy certain hazards and the ability to move in order to dodge targets that can’t be destroyed.2.2 User classes and characteristicsThere are two types of users within this program. The first user is called “Player 1”. This player controls the primary ship in the game. The second user is called “Player 2”. This player controls the secondary ship in the game. In every game there is always a “Player 1”, but the “Player 2” is optional. When both players play the game they will cooperatively play simultaneously in order to complete the stage.2.3 Developing environmentThe game will be programmed using the Java programming language using the Java Development Kit (JDK) 6 update 7. Both Eclipse and Sun Netbeans IDEs will be used, depending upon the preference of the team member. The open-source application named Subversion will be used for controlling source code revisions. Since the language, the IDEs and the source control are platform independent, or at least independent when concerning all mainstream operating systems, the development operating system is not important. Development will be done on Windows XP and on Ubuntu Linux.2.4 User environmentThe user will be expected to use an operating system that is able to run the Java RuntimeEnvironment 1.5 or higher, which allows for any mainstream personal computer operating system to execute the game, including Windows 2000, Windows XP, Windows Vista, MacOS X, most distributions of Linux and most distributions of Unix. Since the software uses 2D graphics the expectation is that it should run on all mainstream computers manufactured in the last 6 years or so. A reasonable guess as to minimum hardware requirements would be 20MB of available disk space, a Pentium 4 or more recent processor, 256MB or more RAM, a mouse, a keyboard, a monitor, speakers and a video card or chipset with more than 8MB of RAM.2.5 Design/implementation constraintsSince games have no exact measurement of correctness it is a matter of testing and adjusting to produce a game that is entertaining. This coupled with the fact that it involves morethan just programming, but also consists of artwork, sound effects and music, makes the largest constraint on the project that of time. Since time affects all aspects of the game the final product may be more crude than desired, but given expansion time the game could be refine.2.6 Assumptions and dependenciesThe game will assume the player has a reasonable knowledge of video games. The game will behave in a similar fashion to other shooter video games. If the user does not know this type of game then there may be an initial learning curve.3 External Interface Requirements3.1 User interfacesThe program, when executed, will alter the full screen video resolution to 640x480, although the exact resolution can be altered in the options. The player will then be introduced to the title screen that will state the name of the game, at which point the player can select the option to start a new game. The player will then be given the option to play the single level that we have produced. After selecting the level the playable game will begin. During game play the user will control a playable ship, and optionally a second


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UConn CSE 4904 - 2D Vertically Scrolling Shoot’em-up Video Game

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