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U-M CIS 587 - Study Guide

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HUDControlsDesert KingCreated By: Killer Interactive Simulation Software (KISS)Developers:Roman KocherovskyRob ElliottProof of Concept Disclaimer:The following document should be taken as design guideline, not fact.While the core concepts will remain the same, changes may occur throughout the project.Executive SummaryAbstract of Game StoryDesert King is about a Spec-Ops Delta Force team of two brothers, Axel and Bolt,who serve their country and search for their MIA father, who they believe is still alive. To accomplish their varied and dangerous missions, they drive a special Humvee outfitted with incredible firepower. Currently the team is operating deep behind enemy lines, based out of Kandahar with the 5th SOF regiment. Their mission is to neutralize a weapons cache on the outskirts of Zabol, a town 75 miles to the east.This weapons cache is believed to be a remnant hub of the Taliban regime and smuggled Al-Qaeda personnel. It is used by them as a source for weapons, ammo,and resources. But most importantly, there is rumor amongst the locals that the Taliban is constructing a larger bunker underneath the desert surface. Intelligence believes this bunker is being used to development a new biological weapon, more horrific than anything ever seen.Time is against the team as the terrorists have become aware of their mission and rush to reinforce the base with troops, weapons, and defenses. If the weapon research is evacuated, or worse- completed, there is no telling what kind of domestic terror will ensue. Also amidst this chaos, shadows of the teams father abound. Might this be the link to finding him? Or will the truth be even worse than they thought…Game Play and Appearance1.ControlsThe player controls the Humvee using the up and down arrows as accelerator and break/reverse respectively. And the left and right arrows are used to turn the vehicle. The weapon on top of the Humvee is aimed using the mouse. The player will not see a target site, but will se the turret point in the direction of where he points the mouse. The left mouse button is used to fire the weapon.HUDThe Heads Up Display (HUD) will feature thefollowing:1. Player Health2. Humvee Armor3. Player’s available ammo4. Player’s current weapon5. The amount of time that a player has in order to complete the mission.6. Orienteering method: lets the player know where the mission objectiveis even when they can’t see itPrototype and MockupControlsThe player controls the Humvee using the up anddown arrows as accelerator and break/reverserespectively. And the left and right arrows are used to turnthe vehicle. You can also use the "WASD" keys to controlthe humvee the same as the arrows. The weapon on top ofthe Humvee is aimed using the mouse. The player willnot see a target site, but will se the turret point in thedirection of where he points the mouse. The left mousebutton is used to fire the weapon.Development SpecificationPlayer: The player will drive the humvee. The Humvee can be tan for desert. It will have a turret on the top which will rotate. The turret can house various weapons which will be expressed in various types of ammo that the player will use.Enemies can be shot, run over, or killed by splash damage from explosion.Terrain: We will make use of various terrains within the game to make it more interesting to the player. Various terrain will have no alternate effects on the gameplay.1. Woman begginga. No weaponb. One or two frames depicting an activityc. Beggingd. Can be killed2. Riflemana. Indigenous clothingb. Carries AK-47c. Shoots 3-4 round bursts at player d. Walks looks around and patrols+3. Machinegun Nest/Bunkera. Can have multiple gunsb. Will have cover from airc. Will be well armored towithstand a lot of damaged. No moving arounde. the guns can move withlimited degree of freedomto aim at player4. Pickup Trucka. Toyota or some such thingb. Beat up can have machine gunner in the backc. Can have several various personnel in the backd. Drives around coming after player and shooting themObstacles: route/restrict player1. Barbed wirea. Collision with player, does notallow any actor to pass throughb. Allows bullets to go throughc. Standard tool that we can useover and over again to makeboundariesd. Can be destroyedBunker Destroyed2. Concrete Barricadesa. Often use by enemy onre-enforced positions b. Solid: player can’t shootthrough them or go throughthemc. Can be destroyed3. Buildingsa. 1 story structuresb. Spawn point of enemiesc. Old mud/straw structuresd. Chimney smokee. When destroyed they burnPower-ups: player sees power ups in various places on screen, they can grab them simply by running them over.1. Healtha. Gives player 10% health2. Armora. Gives player 10% increase in armor3. Speeda. player gets 10% increase in speed4. Time bonusa. Gives player 30 seconds longer to complete mission5. Ammo bonusa. 100 more rounds of ammo6. Artillery strikea. Kills everything on the screen besides player7. Armor Piercing Powerupa. Kills personnel but goes through them able to kill moreGraphicsThe turret of the humvee follows the mouse. The actors are animated conducting their previously described activities.ExplosionsWhen vehicles or buildings explode we will use explosion sequences.Artillery AttackThe artillery attack will take place after a player has run over an artillery attack bonus. All actors accept for non combatants will be killed a uniform artillery explosion will be used on them. There will also be artillery explosions in places where there are no actors as wellSplashes: when bullets hit thingsa. People: some come apart some just have blood splatter and lay downb. Vehicles: see metal come off maybe sparksSound1. Gunshots: depend on gun and ammoc. AK-47: 1 shotd. Humvee Guni. Normal .50calii. Armor piercing powerupe. Explosions: one uniform soundf. Screams:i. Women1. Begging: “help, help me”2. Killed: shriek of terrorii. Gunmen1. Killed: scream of death2. Music: Will use during cut seen and actiona. Currently sampling various Techno (Chemical Brothers), Arabic (Habibi), andMetal tracks to use in-game, as well as for briefings and title.Platform: We plan to implement our game in flash: Based on what we want to accomplish and a small amount of research into the various programming languages available, flash appears to be able to handle everything we need to accurately. No fuss no muss.AI: a. All actors have preset behaviorsb. Based on their role combatants will try to shoot and kill player


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U-M CIS 587 - Study Guide

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