Difference between revisions of "DPS905 Hic Sunt Dracones"

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(Trunk Status)
(Proposal)
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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.
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Our game is a third-person action shooter where the user is a dragon that is flying over villages and attempting to reign havoc. In reaction to the attacks soldiers gather in increasingly greater numbers and try to fight back against the dragon. The dragon will be able to destroy both the villages and the soldiers by shooting fire at them. The rate that villages & soldiers appear at will increase over time making it more difficult to kill enough to keep their numbers down.  
  
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. All rendered objects will be displayed as cuboids.
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A bar at the top of the screen will represent how close the number of soldiers is to reaching the amount required to 'fight you off'.  Once the bar is full you the game ends and your score is awarded.  The goal is to kill soldiers at a fast enough rate to lower the bar and survive the longest while destroying all the villages that you can.
  
Time and difficulty permitting we intend to add some of the following features as well.
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*Terrain objects such as hills, lakes, rocks, etc.
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Some technical design challenges include adding controller support for mouse, keyboard and maybe joystick and algorithms for choosing where and when to create new buildings or villagers.
*Multiple attack modes
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*Line of sight checks
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The initial version of our game will include:
*Collision detection checks
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* villages as simple cubes
*Random spawn areas vs preselected or hard coded spawn points
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* soldiers as simple rectangles
 +
* ability to look around with a mouse and steer with keyboard
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* a 'shoot' mechanic to attack cubes and rectangles
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 +
Later versions -could- include (time permitting):
 +
* increasing numbers of soldiers with bar showing representation of numbers
 +
* dynamic village and soldier placement
 +
* multiple attacks using a 'rock paper scissor' concept with certain attacks needed for certain targets. Make the user need to think about their attack choice
 +
* some visceral feedback to user (such as: slight screen bob with dragon's wings, more dramatic perspective when flying forward to make it feel faster, screen shakes and bobs to various things like attacks, etcs)
 +
* extra terrain details
 +
* line of sight checks
 +
* collision detection
  
 
== Map of the World of the Game ==
 
== Map of the World of the Game ==

Revision as of 22:53, 29 September 2010


GAM666/DPS901 | Weekly Schedule | Student List | Project Requirements | Teams and their Projects | Student Resources


Game Name Goes here

Repository

Repo path

svn://zenit.senecac.on.ca/dps901_103rep8

Trunk Status

committed by sweerdenburg

Team Members

  1. Daniel Hodgin
  2. Jon Buckley
  3. James Boelen
  4. Steven Weerdenburg
  5. Kaitlyn Callow

Group Email

Proposal

Our game is a third-person action shooter where the user is a dragon that is flying over villages and attempting to reign havoc. In reaction to the attacks soldiers gather in increasingly greater numbers and try to fight back against the dragon. The dragon will be able to destroy both the villages and the soldiers by shooting fire at them. The rate that villages & soldiers appear at will increase over time making it more difficult to kill enough to keep their numbers down.

A bar at the top of the screen will represent how close the number of soldiers is to reaching the amount required to 'fight you off'. Once the bar is full you the game ends and your score is awarded. The goal is to kill soldiers at a fast enough rate to lower the bar and survive the longest while destroying all the villages that you can.


Some technical design challenges include adding controller support for mouse, keyboard and maybe joystick and algorithms for choosing where and when to create new buildings or villagers.

The initial version of our game will include:

  • villages as simple cubes
  • soldiers as simple rectangles
  • ability to look around with a mouse and steer with keyboard
  • a 'shoot' mechanic to attack cubes and rectangles

Later versions -could- include (time permitting):

  • increasing numbers of soldiers with bar showing representation of numbers
  • dynamic village and soldier placement
  • multiple attacks using a 'rock paper scissor' concept with certain attacks needed for certain targets. Make the user need to think about their attack choice
  • some visceral feedback to user (such as: slight screen bob with dragon's wings, more dramatic perspective when flying forward to make it feel faster, screen shakes and bobs to various things like attacks, etcs)
  • extra terrain details
  • line of sight checks
  • collision detection

Map of the World of the Game

Moderator's - Instructors Comments

Any other thing you find necessary

Interface of Game

Btp901-fall2010-HSD-mockups-Interface.jpg

Objects In Game

Btp901-fall2010-HSD-mockups-objects.jpg