Difference between revisions of "C3dl RTS"
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==Story== | ==Story== | ||
− | You are the king of Seneca Island and you need to protect your village and it's people from the evil seahorse that lives in the surrounding water. The seahorse is upset by your inhabitance and emerges from the water with the intent | + | You are the king of Seneca Island and you need to protect your village and it's people from the evil seahorse that lives in the surrounding water. The seahorse is upset by your inhabitance and emerges from the water with the intent of burning down the village. |
==UI== | ==UI== | ||
==Game Play== | ==Game Play== | ||
− | At the start of the game the map will be clean with the exception of three people and a portal designed for person generation. The | + | The goal of the game is to make enough money to build a ballista and destroy the seahorse. At the start of the game the map will be clean with the exception of three people and a portal designed for automatic person generation. The player will have enough money to build some buildings. The player can choose to build: homes, banks, fire stations, and lumber mills providing that he/she has enough money. Ensuring that a home is not empty is the only was to make money in the game. Each home will have a maximum amount of occupants and each occupant will be making money. The amount of money each tenant makes increases if there is a bank in the vicinity of the home. |
+ | |||
+ | When the seahorse emerges from the water it will attempt to burn anything in its path including the people and the buildings. All of the people burned by the seahorse will die, while the buildings will simply burn continuously until they collapse. If the player does not tend to the burning building and eject its tenants, all of the tenants living in it will die. To save a burning building, the user must select a nearby fire station. If there is no fire stations in the vicinity, the building will simply collapse. A damaged building can be restored if there is a nearby lumber mill. | ||
==Spec details== | ==Spec details== | ||
+ | *All 2D images should be in png format | ||
+ | *All models in collada | ||
+ | *Map size (number of squares):?? | ||
+ | *size of one square: 10 units | ||
+ | *size of house footprint (number squares): 1 | ||
+ | *size of ... | ||
+ | *Rate of... | ||
+ | *Size of button images 50X50 | ||
+ | *texture size 1024X1024 | ||
+ | |||
+ | ==Variables== | ||
+ | ===Globals=== | ||
+ | |||
+ | * int makeMoney //the elapsed time in seconds in which a building can make money | ||
+ | * int makePerson //the elapsed time in seconds in which a person is made | ||
+ | * float buildingRate //how long it takes to build something | ||
+ | * float day //how long the day is | ||
+ | |||
+ | * float night // how long the night is | ||
+ | |||
+ | * float velocityOfMovement // how fast people move | ||
+ | |||
+ | * underAttack // is the island under attack | ||
+ | * //health restore and diminish ?? | ||
+ | |||
+ | ===Classes=== | ||
− | == | + | Building { |
+ | |||
+ | //homes only | ||
+ | numOfOccupants; //the number of people in the building | ||
+ | maxNumOfOccupants; //the maximum amount of people allowed in the building | ||
+ | numOfBanks; //the number of nearby banks, this will affect the amount of money each building will make | ||
+ | isInhabitable; //can the building house people, burned buildings cannot have people | ||
+ | |||
+ | //all buildings | ||
+ | isBurning; //is the building burning | ||
+ | health; //the current health of the building | ||
+ | maxHealth; //the maximum health of the building | ||
+ | level; //the building's level, this will affect maxNumOfOccupants, maxHealth, and rapairRate | ||
+ | modelPath; //the path to the DAE file | ||
+ | type; //the type of building home, firestation, lumber mill, bank | ||
+ | |||
+ | //firestation and lumber mill | ||
+ | [] adjacentBuilding; //a list of nearby buildings that needed to determine which buildings can be extinguish and repaired | ||
+ | timeToRepair; //the time unit at which the building is repaired or extinguished after fire damage | ||
+ | |||
+ | } | ||
+ | |||
+ | Monster{ | ||
+ | |||
+ | initialDamage; //how much health is deducted on attack | ||
+ | frequencyOfAttack; // | ||
+ | |||
+ | } | ||
+ | |||
+ | ==Models== | ||
{| style="border-style: solid; border-width: 1px;" | {| style="border-style: solid; border-width: 1px;" | ||
| style="border-bottom: 1px dashed #aaa; font-size: 125%; width: 150px;" | '''Model''' | | style="border-bottom: 1px dashed #aaa; font-size: 125%; width: 150px;" | '''Model''' | ||
| style="border-bottom: 1px dashed #aaa; font-size: 125%; width: 150px; text-align: center" | '''Screenshots''' | | style="border-bottom: 1px dashed #aaa; font-size: 125%; width: 150px; text-align: center" | '''Screenshots''' | ||
+ | | style="border-bottom: 1px dashed #aaa; font-size: 125%; width: 150px; text-align: center" | '''Button Up''' | ||
+ | | style="border-bottom: 1px dashed #aaa; font-size: 125%; width: 150px; text-align: center" | '''Button Down''' | ||
+ | | style="border-bottom: 1px dashed #aaa; font-size: 125%; width: 150px; text-align: center" | '''Download''' | ||
|- | |- | ||
| House | | House | ||
− | | [[Image:House01.png|200px]] | + | | style="text-align: center" | [[Image:House01.png|200px]] |
+ | | style="text-align: center" | [[Image:House_icon_up.png]] | ||
+ | | style="text-align: center" | [[Image:House_icon_down.png]] | ||
+ | | style="text-align: center" | [http://sx.sytes.net/LOL/house.zip House.zip] | ||
+ | |- | ||
+ | | Lumber Yard | ||
+ | | style="text-align: center" | [[Image:Lumber_yard.png|200px]] | ||
+ | | style="text-align: center" | [[Image:Lumber_yard_icon_up.png]] | ||
+ | | style="text-align: center" | [[Image:Lumber_yard_icon_down.png]] | ||
+ | | style="text-align: center" | [http://sx.sytes.net/LOL/lumber_yard.zip Lumber_yard.zip] | ||
+ | |- | ||
+ | | Bank | ||
+ | | style="text-align: center" | [[Image:Bank.png|200px]] | ||
+ | | style="text-align: center" | [[Image:Bank_icon_up.png]] | ||
+ | | style="text-align: center" | [[Image:Bank_icon_down.png]] | ||
+ | | style="text-align: center" | [http://sx.sytes.net/LOL/bank.zip Bank.zip] | ||
+ | |- | ||
+ | | Firehall | ||
+ | | style="text-align: center" | [[Image:Firehall.png|200px]] | ||
+ | | style="text-align: center" | [[Image:Firehall_icon_up.png]] | ||
+ | | style="text-align: center" | [[Image:Firehall_icon_down.png]] | ||
+ | | style="text-align: center" | [http://sx.sytes.net/LOL/firehall.zip Firehall.zip] | ||
+ | |- | ||
+ | | Ballista | ||
+ | | style="text-align: center" | [[Image:Ballista.png|200px]] | ||
+ | | style="text-align: center" | [[Image:Ballista_icon1_up.png]]<br/>[[Image:Ballista_icon2_up.png]]<br/>[[Image:Ballista_icon3_up.png]] | ||
+ | | style="text-align: center" | [[Image:Ballista_icon1_down.png]]<br/>[[Image:Ballista_icon2_down.png]]<br/>[[Image:Ballista_icon3_down.png]] | ||
+ | | style="text-align: center" | [http://sx.sytes.net/LOL/ballista.zip Ballista.zip]<br/>[http://sx.sytes.net/LOL/arrow.zip Arrow.zip] | ||
+ | |- | ||
+ | | Person | ||
+ | | style="text-align: center" | [[Image:Person.png|150px|]] | ||
+ | | | ||
+ | | | ||
+ | | style="text-align: center" | [http://sx.sytes.net/LOL/person.zip Person.zip] | ||
+ | |- | ||
+ | | Seahorse | ||
+ | | style="text-align: center" | [[Image:Seahorse.png|150px]] | ||
+ | | | ||
+ | | | ||
+ | | style="text-align: center" | [http://sx.sytes.net/LOL/seahorse.zip Seahorse.zip] | ||
+ | |} | ||
+ | |||
+ | ==Textures== | ||
+ | {| style="border-style: solid; border-width: 1px;" | ||
+ | | style="border-bottom: 1px dashed #aaa; font-size: 125%; width: 150px;" | '''Texture''' | ||
+ | | style="border-bottom: 1px dashed #aaa; font-size: 125%; width: 150px;" | '''Save Image As''' | ||
+ | |- | ||
+ | | Grass | ||
+ | | style="text-align: center" | [[Image:Grass.png|200px]] | ||
+ | |- | ||
+ | | Shore - Straight | ||
+ | | style="text-align: center" | [[Image:Shore_straight.png|200px]] | ||
+ | |- | ||
+ | | Shore - Convex | ||
+ | | style="text-align: center" | [[Image:Shore_convex.png|200px]] | ||
+ | |- | ||
+ | | Shore - Concave | ||
+ | | style="text-align: center" | [[Image:Shore_concave.png|200px]] | ||
+ | |- | ||
+ | | Water | ||
+ | | style="text-align: center" | [[Image:Water.png|200px]] | ||
+ | |- | ||
+ | | Wave | ||
+ | | style="text-align: center" | [[Image:Wave.png|128px]] | ||
|} | |} |
Latest revision as of 19:48, 9 March 2010
This is the Wiki page for organizing our thoughts for creating our rts.
Please post Screenshots/design notes etc. as appropriate:
Contents
Story
You are the king of Seneca Island and you need to protect your village and it's people from the evil seahorse that lives in the surrounding water. The seahorse is upset by your inhabitance and emerges from the water with the intent of burning down the village.
UI
Game Play
The goal of the game is to make enough money to build a ballista and destroy the seahorse. At the start of the game the map will be clean with the exception of three people and a portal designed for automatic person generation. The player will have enough money to build some buildings. The player can choose to build: homes, banks, fire stations, and lumber mills providing that he/she has enough money. Ensuring that a home is not empty is the only was to make money in the game. Each home will have a maximum amount of occupants and each occupant will be making money. The amount of money each tenant makes increases if there is a bank in the vicinity of the home.
When the seahorse emerges from the water it will attempt to burn anything in its path including the people and the buildings. All of the people burned by the seahorse will die, while the buildings will simply burn continuously until they collapse. If the player does not tend to the burning building and eject its tenants, all of the tenants living in it will die. To save a burning building, the user must select a nearby fire station. If there is no fire stations in the vicinity, the building will simply collapse. A damaged building can be restored if there is a nearby lumber mill.
Spec details
- All 2D images should be in png format
- All models in collada
- Map size (number of squares):??
- size of one square: 10 units
- size of house footprint (number squares): 1
- size of ...
- Rate of...
- Size of button images 50X50
- texture size 1024X1024
Variables
Globals
- int makeMoney //the elapsed time in seconds in which a building can make money
- int makePerson //the elapsed time in seconds in which a person is made
- float buildingRate //how long it takes to build something
- float day //how long the day is
- float night // how long the night is
- float velocityOfMovement // how fast people move
- underAttack // is the island under attack
- //health restore and diminish ??
Classes
Building {
//homes only numOfOccupants; //the number of people in the building maxNumOfOccupants; //the maximum amount of people allowed in the building numOfBanks; //the number of nearby banks, this will affect the amount of money each building will make isInhabitable; //can the building house people, burned buildings cannot have people
//all buildings isBurning; //is the building burning health; //the current health of the building maxHealth; //the maximum health of the building level; //the building's level, this will affect maxNumOfOccupants, maxHealth, and rapairRate modelPath; //the path to the DAE file type; //the type of building home, firestation, lumber mill, bank
//firestation and lumber mill [] adjacentBuilding; //a list of nearby buildings that needed to determine which buildings can be extinguish and repaired timeToRepair; //the time unit at which the building is repaired or extinguished after fire damage
}
Monster{
initialDamage; //how much health is deducted on attack frequencyOfAttack; //
}
Models
Model | Screenshots | Button Up | Button Down | Download |
House | House.zip | |||
Lumber Yard | Lumber_yard.zip | |||
Bank | Bank.zip | |||
Firehall | Firehall.zip | |||
Ballista | |
|
Ballista.zip Arrow.zip | |
Person | Person.zip | |||
Seahorse | Seahorse.zip |
Textures
Texture | Save Image As |
Grass | |
Shore - Straight | |
Shore - Convex | |
Shore - Concave | |
Water | |
Wave |