Difference between revisions of "GAM666/RepoMen"
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=== Repo ID === | === Repo ID === | ||
+ | dps901_123arep6 | ||
=== Trunk Status === | === Trunk Status === | ||
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# [mailto:dedwards3@learn.senecac.on.ca?subject=GAM666 Dwayne Edwards] | # [mailto:dedwards3@learn.senecac.on.ca?subject=GAM666 Dwayne Edwards] | ||
# [mailto:kmmahmud@myseneca?subject=GAM666 Kalid Mohamed Mahmud] | # [mailto:kmmahmud@myseneca?subject=GAM666 Kalid Mohamed Mahmud] | ||
− | + | # [mailto:adsantokhi@learn.senecac.on.ca,dedwards3@learn.senecac.on.ca,kmmahmud@myseneca?subject=GAM666 Email All] | |
− | # [mailto:adsantokhi@learn.senecac.on.ca,dedwards3@learn.senecac.on.ca,kmmahmud@myseneca | ||
== Proposal == | == Proposal == | ||
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==== Anil ==== | ==== Anil ==== | ||
− | * | + | * Creating the spaceship and enemy objects, handling user input |
====Dwayne==== | ====Dwayne==== | ||
− | * Texture and modeling importation/ | + | * Texture and modeling importation/Coordination |
====Kalid==== | ====Kalid==== | ||
* GUI/Windows creation/design | * GUI/Windows creation/design | ||
− | |||
− | |||
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== Minimum requirements == | == Minimum requirements == |
Latest revision as of 13:25, 20 November 2012
GAM666/DPS901 | Weekly Schedule | Student List | Project Requirements | Teams and their Projects | Student Resources
Contents
Shoot First, Ask Later
Project Marking Percentage
Group work: 50% Individual work: 50% + ------------------------- Total 100%
Repository
Repo ID
dps901_123arep6
Trunk Status
committed by [NAME] / being committed by [NAME]
Team Members' Emails
Proposal
We, the Repo Men, have decided to create a three dimensional shooter in space. The objective of the game will be to clear each level as gracefully as possible. The user's score will be tabulated and saved. The game itself will have a variety of power-ups some of which will increase movement speed or increase the range of the shots, even the power. The actual number of power-ups and their implementation will vary based on the time we have left. The priority will be placed on control, level design and clearing objectives. The stage will end when the user has progressed far enough. Some stages' objective may slaying a certain number of enemies, while others may have the user run out the clock. We feel that this variety in gameplay can be achieved in the time we have.
Individual Roles (subject to change)
Anil
- Creating the spaceship and enemy objects, handling user input
Dwayne
- Texture and modeling importation/Coordination
Kalid
- GUI/Windows creation/design
Minimum requirements
- Clear all enemies objective
- Survive the clock objective
- Avoid getting hit objective
- Different enemies
- 3 Levels
- Implementation of a high score system
- Inclusion of multiple lives (or ways to continue after being hit)
Extras(should time remain)
- Multiple power ups
- Endless mode - surviving the onslaught on enemies for a high score
- Time Attack - How fast can the user clear a level?
- More levels
- Multiple bosses
Suggestions
Meetings
We intend to have group meetings on a weekly basis to facilitate our ideas and discuss progress.