3D First Person Game by Kevin Bonkowski Lawrence Chan Patrick Habib Phil Perry Sally Tarabah TABLE OF CONTENTS 1 0 1 1 1 2 1 3 1 4 1 5 1 6 2 0 2 1 2 2 2 4 3 0 3 1 3 2 3 3 3 4 4 0 4 1 4 2 4 2 5 0 5 1 5 2 5 3 5 4 5 5 6 0 6 1 6 2 6 3 7 0 7 1 7 2 8 0 8 1 8 2 8 3 8 4 8 5 Overview 3 Appearance 3 Story Abstract 3 Game play 3 Target Audience 3 Development Platform 4 Development Team 4 Game Mechanics 5 User Interface Description 5 Use Cases 6 Level Summary 6 User Interface Design 7 Key Screen Images 7 Control Summary 9 State Transition Diagrams 9 Design Rules 10 Artificial Intelligence 11 Opponent AI 11 NPC Non Playable Characters 12 Reactive Items 12 Story Overview 13 Plot Summary 13 Story Boards 13 Game Over Condition 15 Victory Condition 16 Character Bible 17 Game Progression 18 Flowchart 18 Level and Scene Details 18 Sound Effects 19 Bibliography 20 Software Used 20 Other Tools Used 20 Lessons Learned 20 Planning 20 Procrastination 20 Time Management 20 Keeping it Simple 20 Have Fun 20 2 1 0 1 1 Overview Appearance The game is designed with a 3D first person adventure game in mind in which the main character navigates through a maze collecting items The main character will only be allowed to traverse the maze in 4 directions forwards backwards right and left and will have to evade the prison guards 1 2 Story Abstract The main character named Penman is in jail for stealing Penman wasn t known for his mental intellect but he was known for his skittle obsession Our story begins when Penman impersonated Skitty the skittles mascot Skitty pressed charges and Penman was sent to jail While in jail Penman s love for skittles grew and hours after his release realizing he only had 43 cents to his name Penman held up a convenience store However while trying to hide his identity Penman threw a hefty bag over his head and forgot to cut eyeholes or nose holes for that matter Minutes later the ambulance took an unconscious Penman to the hospital and later to jail Fast forward a few years Penman s out of prison again and his love for skittles has not diminished Penman casually strolled into another convenience store grabbed a bag of skittles slid it in his pocket and walked out Penman screamed before reaching his car I m going to taste the rainbow Employees realized what he had done and he was arrested for his third strike That earned him life in a penitentiary However while inside the penitentiary Penman began to realize that something was wrong very wrong 1 3 Game play Game play will consist of using the mouse to look around the W key will move the character forward and the S key will move the character backwards 1 4 Target Audience The game will be not be aimed at a specific audience It holds a multigenerational allure pleasing classic Pacman fans and the younger generation by adding a modern twist 3 1 5 Development Platform Penman will be developed using Torque Game Engine version 1 4 2 Torque requires a C compiler and for that purpose Microsoft Visual Studio 6 0 will be utilized Torque s basic requirements Pentium III 1000 512 MB RAM OpenGL or DirectX Compatible 3D Graphics Accelerator DirectX compatible Soundcard For the 3D artwork Milkshape will be employed while Photoshop will mainly be used for textures backgrounds developing the art for this document and any other 2D art required For the level information and story boards Google SketchUp was used 1 6 Development Team The tasks will be divided according to the following table however team members will assist each other as needed Tasks Character Development Level Development Scripting Development Documentation 2D Artwork Assigned to Sally Tarabah Lawrence Chan Patrick Habib Lawrence Chan Patrick Habib Kevin Bonkowski Phil Perry Sally Tarabah Sally Tarabah 4 2 0 2 1 Game Mechanics User Interface Description The game is a first person adventure There is a clock in the upper right hand which tells you how long you been in playing the game which will determine your point value at the end In the upper left hand of the screen is the number of keys that you have currently found 5 2 2 Use Cases Start Game End Game Pause Game Maneuver Character 2 4 Level Summary 6 3 0 3 1 User Interface Design Key Screen Images This is the main maze area where Penman navigates through the maze to find the pieces of the key However not all paths are safe Prison Guards will chase you Once the player is tagged by a guard they lose 7 Door will open once all 10 pieces of the key are collected 8 3 2 Control Summary 3 3 State Transition Diagrams Start NO Guard Danger Special Power Up Found YES Yes Temporarily Change Guard AI NO 10 Key Pieces Collected NO YES Door Exit Open Guard Danger YES Game Over NO Next Level Game Ending 9 3 4 Design Rules 1 2 3 4 5 6 7 8 9 10 11 The main rules for mostly all particular types of games is to keep it simple Include a short story to give meaning to the game Make easy to understand and intuitive Controls for the game should be relatively easy The information displayed should not be difficult to interpret The amount of information displayed should never be more than necessary Playing and winning the game should be challenging but also shouldn t be too difficult Interpreting the display should not be difficult Menus should provide help when necessary Include pause menu in case player needs to take a break User interface should never be too cluttered 10 4 0 Artificial Intelligence 4 1 Opponent AI Bruno the Guard Bruno the Guard will be a normal type enemy Scattered throughout the dungeon will be several other guards that look the same and act in a similar behavior These enemies will have basic AI involving following path markers placed throughout the maze like corridors The prison guards may appear easy to avoid because of their moderate scouting speed and predetermined paths however there will be several of them In addition many of these enemies will follow an intersecting path Thus when Penman unwittingly ends up sandwiched in between two or more guards he is left in an inescapable position In order to outwit these enemies the player will need to memorize enemy movement patterns or move quickly out of the way to prevent getting stuck between two or more guards Harold Clones Harold Clones are reminiscent of the main antagonist of the story Harold the Mad Scientist and are the failed products of his mad designs These enemies will be scattered throughout the dungeon in hidden locations such as a hidden concave off to the side in the middle of
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