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GAM666/DPS901 Victorious Secret

112 bytes removed, 16:59, 6 November 2011
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= Game Name Goes here =
== 1.0 Project Marking Percentage ==
<big>
Group work: 50%
</big>
== 2.0 Repository ==
=== 2.1.0 Repo ID ===
svn://zenit.senecac.on.ca/dps901_113rep4
=== 2.2.0 Trunk Status ===
committed by [NAME] / being committed by [NAME]
== 3.0 Team Members ==
{| class="wikitable sortable" border="1" cellpadding="5"
|+
[mailto:omirza@learn.senecac.on.ca;vvtran@learn.senecac.on.ca;mziaei1@learn.senecac.on.ca;ctran13@learn.senecac.on.ca;acchung1@learn.senecac.on.ca;bwharmidy@learn.senecac.on.ca?subject=gam666 eMail All]
== 4.0 Proposal ===== 4.1.0 Objective ===
The purpose of this project is to create a simple 3D game using the DirectX framework in 8 weeks.
=== 4.2.0 Concept ===
Our idea consists of launching a block in the air and landing it in a target area. Launching the block will consist of a spring mechanism similar to what is observed in a pinball machine. The user will control the power by holding down a button and releasing it at the desired time. The launcher will be aimed diagonally to allow the projectile to move in a forward motion and be pulled down by gravity.
[[Image:GAM666_Top.jpg|thumb|center|Sketch of Top view (Arrows only indicate ability to rotate launcher)]]
=== 4.3.0 Controls ===
We plan to use one button on the controller (2 on a gamepad) to control the power of the launcher. With time permitting, we may include the use of the analog stick to determine the direction of the projectile.
[[Image:GAM666_Controls.jpg|center|Layout of the controls]]
=== 4.4.0 GUI Elements ===
==== 4.4.1 Menu ====
The In-Game Menu will allow the user to start a new game, quit, or resume game.
==== 4.4.2 Heads Up Display ====
The game will have two main elements for the HUD. One is the current player score, and the other is the power meter.
===== 4.4.2.1 Score =====
The score will be positioned on the top right corner of the screen. Each time the player lands a block on a target, the respective amount will be added and displayed on this counter. This will be used for the player to gauge how well they're doing.
===== 4.4.2.2 Power Meter =====
The power meter will be positioned on the bottom left of the screen. When the player presses the launch button, the power bar will start to grow until the player lets go of the button or it reaches it's maximum. This will give the player an idea of how much power they're using, aiding them in hitting the targets.
===== 4.4.2.3 Targeting Aid =====
Time permitting, there will be a dotted line extending outwards from the launcher that will aid the player when aiming. It will be a straight line that represents roughly where the block will go, but not where it will land.
=== 4.5.0 Audio ===
Sound effects and background music will be used to create a more full experience.
===== 4.5.1 Sound Effects =====
Sound effects will play when:
===== 4.5.2 Background Music =====
This is to be determined. We will require music that we can rightfully use, for example, the unique and majestic musical stylings of saraJ00n: [http://www.youtube.com/watch?v=QH2-TGUlwu4 http://www.youtube.com/watch?v=QH2-TGU1wu4]
=== 4.6.0 Lighting ===
Our basic lighting set up will involve one large light source representing the sun. This light source will need to be able to light all of the core elements (launcher, target pads).
Time permitting, each target pad will emit a coloured light, and a red or a green light will emit where the block lands signifying a target hit or a target miss.
=== 4.7.0 Camera ===
Camera will be set-up at the shooting location, pointing diagonally to the direction of the target.
* 30/Oct/2011
:: Should we store this distance somewhere in Desing.cpp? <br/><br/><br/><br/><br/><br/>
== 5.0 Map of the World of the Game ==
= Instructor's Comments =
Page sections don't require numbering on a wiki'''√'''
== Undiscussed issues ==
* nothing on repo yet
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