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Difference between revisions of "GAM666/RocketJumpAndDale"

(Proposal Outline)
(Team Members)
 
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== Repository ==
 
== Repository ==
 
=== Repo ID ===
 
=== Repo ID ===
gam666dps901_123??
+
dps901_123arep3
 +
 
 
=== Trunk Status ===
 
=== Trunk Status ===
 
committed by [NAME] / being committed by [NAME]
 
committed by [NAME] / being committed by [NAME]
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# [mailto:mdafidchao@learn.senecac.on.ca?subject=gam666 Michael Afidchao]
 
# [mailto:mdafidchao@learn.senecac.on.ca?subject=gam666 Michael Afidchao]
 
# [mailto:dkarp@learn.senecac.on.ca?subject=gam666 Dale Karp]
 
# [mailto:dkarp@learn.senecac.on.ca?subject=gam666 Dale Karp]
# [mailto:dkarp@learn.senecac.on.ca;jasilver1@learn.senecac.on.ca;mddelacruz1@learn.senecac.on.ca;elim2@learn.senecac.on.ca;mdafidchao@learn.senecac.on.ca?subject=gam666 eMail All]
+
# [mailto:dkarp@myseneca.ca;jasilver1@myseneca.ca;mddelacruz1@myseneca.ca;elim2@myseneca.ca;mdafidchao@myseneca.ca?subject=gam666 eMail All]
  
 
== Current Ideas ==
 
== Current Ideas ==
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** If space: obstacles will be asteroids/other celestial moving objects on the map one can use as cover or be damaged by on direct contact
 
** If space: obstacles will be asteroids/other celestial moving objects on the map one can use as cover or be damaged by on direct contact
 
** If not space... moving deer in a forest. They are dangerous
 
** If not space... moving deer in a forest. They are dangerous
** also guns, lots of guns and also the odd sharp/blunt implement as well
+
** also guns, lots of guns and maybe the odd sharp/blunt implement as well
  
 
== Proposal ==
 
== Proposal ==

Latest revision as of 15:41, 11 December 2012

Game Name TBD

Project Marking Percentage

Group work:      50%        (25 <= xx <= 50)
Individual work: 50% +      (50 <= xx <= 75) 
-------------------------
Total           100%

Repository

Repo ID

dps901_123arep3

Trunk Status

committed by [NAME] / being committed by [NAME]

Team Members

  1. Jesse Silver
  2. Mark de la Cruz
  3. Edwin Lim
  4. Michael Afidchao
  5. Dale Karp
  6. eMail All

Current Ideas

  1. Katamari Clone
  2. Space-based Mech Fighter (Virtua On)
    • movement: dash mechanics, close-combat when locked-on
    • 2-3 attacks with modifiers to use a stronger/alternate version (VO has left/right/center weapon, with left/right/center turbo)
    • video of VOOT: [1]
  3. 3rd person platformer
    • 3rd person shooter on rails with limited movement ex: 2 Spicy [2]
  4. Ghost game (scaring people)
    • Scaring people successfully could be defined as:
      • simply touching people or entering their personal space
      • manipulating the targets movement into a trap of sorts
    • ability to avoid collision and turn invisible
    • "Phase" bar mechanic
      • acts as a limit to how much you can phase through geometry/use special abilities
      • recharges only when you are visible, stays static when invisible
    • evasion of traps/ghostbusters/etc.
  5. 3rd person turn-based RPG
    • maybe a roguelike/randomly generated content?

Proposal Outline

  • You play as a robot
  • You fight other robots in 1 vs 1 duels
  • This takes place in space OR not... haven't decided
    • If space: obstacles will be asteroids/other celestial moving objects on the map one can use as cover or be damaged by on direct contact
    • If not space... moving deer in a forest. They are dangerous
    • also guns, lots of guns and maybe the odd sharp/blunt implement as well

Proposal

Team Rocket Jump and Dale will work on a game under the 3D action fighting genre. Similar to games in this genre such as the Virtual On and Gundam Vs. series, this game will feature a third-person view of the player's character/robot and compete with another single character through combat until one is declared the victor. The opponent character will be implemented with either a simple AI or another player. Depending on time constraints, the other character may also be controlled on the same computer (split-screen) or basic networking over LAN may be implemented.

The game will take place in either space, a planet, or both. The implementation of physics will be a "simplified" version compared to the rules in the real world. For example, the player will be able to dash in a direction using jets (or some other technology), which will skip acceleration and immediately alter the velocity of the character. Likewise, after the dash is completed and the jets are turned off, the character's velocity will be immediately altered and will come to a stop. Basic gravity will occur if in a "planet" environment (again, with a constant descent to the ground instead of continued acceleration), and no gravity in a "space" environment.

The main mechanics in the game lies in combat with another character, and these are broken down into movement and attacks. Attacks will come in the form of long range projectiles and close range melee attacks. Contact with enemy attacks will be covered under "simple" collision detection, where the game will check if any part if the character is in contact with the attack, and will reduce its health according to the strength of the attack regardless of the body part. A model of physics will be created for projectile attacks. Other obstacles, such as asteroids and buildings, may be present in the game environment which can be used to help/hinder characters in different situations.

Map of the World of the Game

Example

Any other thing you find necessary