== Proposal ==
Our game will be is a third-person action shooter where the user controls is a dragon, that is flying over villages and attempting to reign havoc. In reaction, to the citizens will respond by running out attacks soldiers gather in increasingly greater numbers and throwing objects try to distract fight back against the dragon. The dragon will be able to destroy both the villages and the villagers soldiers by shooting fire at them. Over time, villages and villagers will spawn in exponentially increasing numbers. The central mechanic of the game is rate that the dragon must keep the number of villages and villagers & soldiers appear at will increase over time making it more difficult to kill enough to a minimum. When a certain threshold for villager population in the land is reached, the game is overkeep their numbers down.
Technical design challenges A bar at the top of the screen will include; adding controller support for mouse keyboard 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 joystick, adding camera control options your score is awarded. The goal is to choose first or third person view kill soldiers at a fast enough rate to lower the bar and mouse view options, algorithms for choosing where and when to create new buildings or villagers. All rendered objects will be displayed as cuboidssurvive the longest while destroying all the villages that you can.
Time Some technical design challenges include adding controller support for mouse, keyboard and maybe joystick and difficulty permitting we intend algorithms for choosing where and when to add some create new buildings or villagers. The initial version of the following features our game will include:* villages as simple cubes* soldiers as wellsimple 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*Terrain objects some visceral feedback to user (such as hills: slight screen bob with dragon's wings, lakesmore dramatic perspective when flying forward to make it feel faster, rocksscreen shakes and bobs to various things like attacks, etc.etcs)*Multiple attack modesextra terrain details*Line line of sight checks*Collision collision detection checks*Random spawn areas vs preselected or hard coded spawn points
== Map of the World of the Game ==