Senior Citizen Death Squad (MS ppt)

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Transcript Senior Citizen Death Squad (MS ppt)

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
«precedes»
Forfeit
Audio
«precedes»
Fire
Player
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«precedes»
Esc
Menu
«precedes»
Exit Game
«precedes»
«precedes»
«precedes»
Player
«precedes»
Game
Game
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«precedes»
Serv er Info
Input
Weapons
Help
HUD
Installation and Requirements
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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
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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
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“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
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The default controls will be the keyboard
• Keyboard
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Movement
Movement
Fire Left
Alternate Fire
Move Forward (Accelerate)
Move Backward (Reverse)
Steer Left
Steer Right
Next Weapon
Plus(+)
Previous Weapon
Switch to Last Weapon
Switch to Best Weapon
Change Perceptive
key
Key
Mouse Button
Right Mouse Button
Up Arrow (or W)
Down Arrow (or S)
Left Arrow (or A)
Right Arrow (or D)
Mouse wheel Down or Number Pad
Mouse wheel Up r Number Pad Minus (-)
B
G
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.
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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
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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