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Team



Production Team

UMD Staff

Pete Kinnunen

Johan Ljungman

John Gaffrey

Mike Manard

Aaron Stokes

CSS Staff

Don Behm

James Kells

Jeff Nofs

Gustavo Gonzales

Nick Scarlet

Overview

• Implement four unique looking and acting

vehicles each with an appropriate AI for

• Utilize a large volume of recorded voices to add

to the dark humor atmosphere of the game

• Have realistic physics for each vehicle based on

its type

• Areas of the map will serve as an advantage or

disadvantage to a vehicle type

UML Diagram – Use Case

ud Use Case Model









Settings Display

«precedes»







«precedes»





Start Game Audio

Forfeit

«precedes» «precedes»

Fire





Esc «precedes» «precedes»





Player Player

Menu Exit Game

«precedes» «precedes»









«precedes» «precedes»





Game

Game «precedes»

«precedes»







«precedes»



Input

Serv er Info









Weapons

Help









HUD

Installation and Requirements

• Installation

• Please follow read the following requirements before installing this software.

• System Requirements

• Operating System: Windows® 98/Me/2000/XP/Linux

• Processor: Pentium® III 1.0 GHz or AMD Athlon 1.0 GHz or faster (1.2 GHz or faster recommended)

• Memory: 128 MB RAM minimum (256 MB recommended)

• Hard Disk Space: 300 MB free (Note this is for the mod only, it doesn‟t include space need for Unreal 2004)

• CD-ROM Drive: 8X Speed

• Video: 32 MB Windows® 98/Me/2000/XP-compatible video card (64 MB NVIDIA® GeForce 2 or ATI Radeon

Hardware T&L card recommended)

• Sound: Windows® 98/Me/2000/XP-compatible sound card (NVIDIA® nForce™ or other motherboards/sound

cards containing the Dolby® Digital Interactive Content Encoder required for Dolby Digital audio. Sound Blaster®

Audigy® 2 ZS card recommended.)*

• DirectX®: DirectX® version 9.0b (included) or higher

• Modem: Not needed for Alpha release.

• * Indicates device should be compatible with DirectX® version 9.0b

• or higher.

• Installation Instructions

• 1. Start Windows® 98/Me/2000/XP.

• 2. Click on the .exe file and follow all installation instructions.

• 3. Click on the shortcut icon on your desktop to start the game.

Game Mechanics

• Camera position 1st or 3rd person views

• Because of the Deathmatch nature of the

game there will be no save feature

• Being able to play as 4 unique vehicle

types will add to the replay ability as well

as a map with unique areas that either

give advantages or disadvantages to

certain vehicle types

Game Mechanics Cont.



• The HUD must take up little space on screen

• User must be able to fully view the vehicle and

surroundings

• Requirements will be health, timer, weapon info

• Health info will utilize vehicle portraits where the

image and color gives the status of vehicle

• Before entering a level, the game will display a

intro screen, detailing the story

Health

HUD without final art

Timer

Weapon

Info

Game Play Details

• It is a third person driving battle game

• Single player, with possibility of multiplayer

• Game modes – Death match and item keep away

• Similar to Mario Kart battle mode or Twisted metal

• Dark Humor with slightly cartoon-like art design

• One playable level “secretary of state‟s driver renewal battle arena”

• Will include voice acting

• Upon defeat of a character, they lose all their items that they

collected allowing the victor to steal such items. The defeated will

respawn elsewhere

• Each game ends after a certain time has passed or after a target

score is reached (either by kills, or score by keeping away an item)

User Manual – Story Line

• “Wake up old man! Its time to kill or be killed!”

• This demo will feature one playable level – The Secretary of State’s

Sunday Driver Renewal Arena in Boca Raton, Florida. Inside this

massive, state of the art, public entertainment facility lies the track. On it,

you will be forced to prove your worth in a society whose main source of

entertainment is the perpetuation of your extermination. In short: you are

already dead. Play as one of four characters pit against each other in state

funded blood sport, where every wave of the checkered flag could mean an

„early retirement‟ for you.

“Better make sure that decrepit old foot of yours still has some lead in it

there pappy, cause believe me your ass is gonna need it out there in the

Drome. Not like you‟ll remember this, but survive the race and finish first

and Government Z will allow you to live for a whole „nother year and you

might even get that license renewed too. Now get out there you old bastard,

and show the world why you still deserve to live!”

Story Boards

Story Boards

Story Boards

Controls

• The default controls will be the keyboard

• Keyboard

• Movement key

• Movement Key

• Fire Left Mouse Button

• Alternate Fire Right Mouse Button

• Move Forward (Accelerate) Up Arrow (or W)

• Move Backward (Reverse) Down Arrow (or S)

• Steer Left Left Arrow (or A)

• Steer Right Right Arrow (or D)

• Next Weapon Mouse wheel Down or Number Pad

Plus(+)

• Previous Weapon Mouse wheel Up r Number Pad Minus (-)

• Switch to Last Weapon B

• Switch to Best Weapon G

• Change Perceptive F4

Level Summary

• Will be a futuristic looking death arena

• Areas of the map be advantageous or

disadvantageous to certain vehicle types

Initial Level Design

Artificial Intelligence

• Most vehicles will have behaviors takings advantage of

the strengths or weaknesses of the vehicle

• Will build upon default AI for each unreal vehicle that our

vehicles are based on

• AI will follow the paths set up within the level

• For player detection, will use the default UT2004 code

• Motion will use the standard unreal methods for vehicles

animation

• The three vehicles other than what the user chooses

default to AI

Artificial Intelligence Cont.

• Specific level puzzles will probably not be

implemented due to the vehicle combat

focus of the game

• The map itself will be modeled to have

traps or disadvantageous areas for certain

vehicle types

• Special actions by vehicles will be the

interesting physics of each unique weapon

Game Progression

• User selects the game mod in order to

play

• User selects player/vehicles from menu

• A short game intro and story screen will be

displayed for the user before entering the

game

• User battle AI vehicles not chosen until the

Deathmatch game goal is reached

• Game restarts until player chooses to quit

Flowchart

Data Dictionary

• All data described here are specific unreal

class .uc files for each area of the game

but can also include the map file as well as

the texture, animation/mesh, and sound

files

• HUD – head up display class

• Game Type – modified Deathmatch,

forces players into vehicles, and spawning

and respawning functionality

Data Dictionary Cont.

• Segway – vehicle type

• Trent Cheznor – segway character

• Power chair – vehicle type

• Big Grampy Cane – power chair character

• Rascal scooter – vehicle type

• Nano Nana – rascal character

• Iron Lung – vehicle type

• Dolph Lunggrim – iron lung character

Data Dictionary Cont.

• Weapon pawns and projectiles are all

included under each vehicle .uc file

Vehicles



Segway

Driver: Trent Cheznoir

Speed: 100/100

Armor: 40/100

Weapon Power: 60/100

Special: Fast

Negative: Low Health

Vehicles



Rascal

Driver: Nano Nana

Speed: 70/100

Armor: 60/100

Weapon Power: 70/100

Special: Medium speed, powerful cat

launcher attack

Negative: Not the best at anything

Vehicles



Power Chair

Driver: Big Grampy Cane

Speed: 60/100

Armor: 60/100

Weapon Power: 80/100

Special: Powerful arsenal, High Health



Negative: Slower

Vehicles

Iron Lung

Driver: Dolph Lungrimm

Speed: 30/100

Armor: 100/100

Weapon Power: 70/100

Special: Most powerful weapon,

highest health



Negative: slowest, cant move while

firing

Concept

Model not finalized

Test Plan Strategy/Cases

• Test if HUD works with gametype, vehicles

• Test if character is situated right within vehicle

• Test hit boxes of vehicles

• Test physics of each vehicle

• Perfecting one vehicle will make implementing

the rest faster

• Test game installer, ease of use

• Check if game ends appropriately for each

vehicle when deathmatch goal is met

• Make sure that weapons with each vehicle aim

and move appropriately

Test Plans Cont.

• Schedule

• Week of 4/1 Finalize Beta, have all game

components made, not finalized

• Week of 4/8 Finalize most of game

components with final art and in game

• Week of 4/15 Begin testing, tweak

physics, balance game play

• Week of 4/22 Finish testing, finalize game



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