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Desert King Created By Killer Interactive Simulation Software KISS Developers Roman Kocherovsky Rob Elliott Proof 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 Summary Abstract of Game Story Desert 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 Prototype and Mockup Game Play and Appearance 1 Controls The 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 HUD The Heads Up Display HUD will feature the following 1 Player Health 2 Humvee Armor 3 Player s available ammo 4 Player s current weapon 5 The amount of time that a player has in order to complete the mission 6 Orienteering method lets the player know where the mission objective is even when they can t see it Controls The 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 You can also use the WASD keys to control the humvee the same as the arrows 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 Development Specification Player 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 begging a No weapon b One or two frames depicting an activity c Begging d Can be killed 2 Rifleman a Indigenous clothing b Carries AK 47 c Shoots 3 4 round bursts at player d Walks looks around and patrols 3 Machinegun Nest Bunker a Can have multiple guns b Will have cover from air c Will be well armored to withstand a lot of damage d No moving around e the guns can move with limited degree of freedom to aim at player Bunker Destroyed 4 Pickup Truck a Toyota or some such thing b Beat up can have machine gunner in the back c Can have several various personnel in the back d Drives around coming after player and shooting them Obstacles route restrict player 1 Barbed wire a Collision with player does not allow any actor to pass through b Allows bullets to go through c Standard tool that we can use over and over again to make boundaries d Can be destroyed 2 Concrete Barricades a Often use by enemy on re enforced positions b Solid player can t shoot through them or go through them c Can be destroyed 3 Buildings a 1 story structures b Spawn point of enemies c Old mud straw structures d Chimney smoke e When destroyed they burn Power ups player sees power ups in various places on screen they can grab them simply by running them over 1 Health a Gives player 10 health 2 Armor a Gives player 10 increase in armor 3 Speed a player gets 10 increase in speed 4 Time bonus a Gives player 30 seconds longer to complete mission 5 Ammo bonus a 100 more rounds of ammo 6 Artillery strike a Kills everything on the screen besides player 7 Armor Piercing Powerup a Kills personnel but goes through them able to kill more Graphics The turret of the humvee follows the mouse The actors are animated conducting their previously described activities Explosions When vehicles or buildings explode we will use explosion sequences Artillery Attack The 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 well Splashes when bullets hit things a People some come apart some just have blood splatter and lay down b Vehicles see metal come off maybe sparks Sound 1 Gunshots depend on gun and ammo c AK 47 1 shot d Humvee Gun i Normal 50cal ii Armor piercing powerup e Explosions one uniform sound f Screams i Women 1 Begging help help me 2 Killed shriek of terror ii Gunmen 1 Killed scream of death 2 Music Will use during cut seen and action a Currently sampling various Techno Chemical Brothers Arabic Habibi and Metal 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 behaviors b Based on their role combatants will try to shoot and kill player until the player is dead They are dead or run out of ammo and run away or surrender Cut


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U-M CIS 587 - Study Guide

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