Difference between revisions of "DPS905 Hic Sunt Dracones"
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== Proposal == | == Proposal == | ||
− | Our game will be a third-person action shooter where the user controls a dragon, flying over villages and attempting to reign havoc. In reaction, the citizens will respond by running out and throwing objects to distract the dragon. The dragon will be able to destroy both the villages and the villagers by shooting fire at them. Over time, villages and villagers will spawn in exponentially increasing numbers. The central mechanic of the game is that the dragon must keep the number of villages and villagers to a minimum. When a certain threshold for villager population in the land is reached, the game is over. | + | Our game will be a third-person action shooter where the user controls a dragon, flying over villages and attempting to reign havoc. In reaction, the citizens will respond by running out and throwing objects to distract the dragon. The dragon will be able to destroy both the villages and the villagers by shooting fire at them. Over time, villages and villagers will spawn in exponentially increasing numbers. The central mechanic of the game is that the dragon must keep the number of villages and villagers to a minimum. When a certain threshold for villager population in the land is reached, the game is over.<br/> |
− | Technical design challenges will include; adding controller support for mouse keyboard and joystick, adding camera control options to choose first or third person view and mouse view options, algorithms for choosing where and when to create new buildings or villagers. | + | Technical design challenges will include; adding controller support for mouse keyboard and joystick, adding camera control options to choose first or third person view and mouse view options, algorithms for choosing where and when to create new buildings or villagers.<br/> |
− | Time and difficulty permitting we intend to add some of the following features as well. | + | Time and difficulty permitting we intend to add some of the following features as well.<br/> |
− | Terrain objects such as hills, lakes, rocks, etc. | + | Terrain objects such as hills, lakes, rocks, etc.<br/> |
− | multiple attack modes | + | multiple attack modes<br/> |
− | line of sight checks | + | line of sight checks<br/> |
− | collision detection checks | + | collision detection checks<br/> |
− | random spawn areas vs preselected or hard coded spawn points | + | random spawn areas vs preselected or hard coded spawn points<br/> |
== Map of the World of the Game == | == Map of the World of the Game == | ||
== Moderator's - Instructors Comments == | == Moderator's - Instructors Comments == | ||
== Any other thing you find necessary == | == Any other thing you find necessary == |
Revision as of 12:01, 20 September 2010
GAM666/DPS901 | Weekly Schedule | Student List | Project Requirements | Teams and their Projects | Student Resources
Contents
Game Name Goes here
Team Members
Proposal
Our game will be a third-person action shooter where the user controls a dragon, flying over villages and attempting to reign havoc. In reaction, the citizens will respond by running out and throwing objects to distract the dragon. The dragon will be able to destroy both the villages and the villagers by shooting fire at them. Over time, villages and villagers will spawn in exponentially increasing numbers. The central mechanic of the game is that the dragon must keep the number of villages and villagers to a minimum. When a certain threshold for villager population in the land is reached, the game is over.
Technical design challenges will include; adding controller support for mouse keyboard and joystick, adding camera control options to choose first or third person view and mouse view options, algorithms for choosing where and when to create new buildings or villagers.
Time and difficulty permitting we intend to add some of the following features as well.
Terrain objects such as hills, lakes, rocks, etc.
multiple attack modes
line of sight checks
collision detection checks
random spawn areas vs preselected or hard coded spawn points