Difference between revisions of "GAM666/DPS901 K & J"

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(Proposal)
(Proposal)
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== Proposal ==
 
== Proposal ==
* 3D Platforming game
 
* Main objects: Player, terrain, obstacles (kills the player), traps/holes (kills the player)
 
        Normal  0          false  false  false    EN-US  X-NONE  X-NONE
 
  
GAMEPLAY
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'''GAMEPLAY'''
 
The completed game will be a 3D platformer in which the player attempts to reach the level’s end point by jumping onto terrain blocks while avoiding obstacles.  Contact with obstacles, such as moving enemies or stationary traps, will result in elimination.  Elimination is not permanent and does not incur any additional penalties besides being sent back to the level’s start to try again.  Scoring system is TBD, although it is assumed that score will be based on the player’s speed for clearing the level.
 
The completed game will be a 3D platformer in which the player attempts to reach the level’s end point by jumping onto terrain blocks while avoiding obstacles.  Contact with obstacles, such as moving enemies or stationary traps, will result in elimination.  Elimination is not permanent and does not incur any additional penalties besides being sent back to the level’s start to try again.  Scoring system is TBD, although it is assumed that score will be based on the player’s speed for clearing the level.
  
VISUAL DESIGN
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'''VISUAL DESIGN'''
 
For level design, terrain will branch to different paths resulting in different obstacles.  A longer path may have fewer obstacles while a shorter one may have more.  It is generally acknowledged that the player will be a singular blue rectangle, enemies or traps will be red.  The camera will be placed behind the character in the 3rd person perspective.
 
For level design, terrain will branch to different paths resulting in different obstacles.  A longer path may have fewer obstacles while a shorter one may have more.  It is generally acknowledged that the player will be a singular blue rectangle, enemies or traps will be red.  The camera will be placed behind the character in the 3rd person perspective.
  
CONTROLS
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'''CONTROLS'''
 
Forward, backwards and lateral movement will utilize the keyboard’s WASD keys and the spacebar for jumping.  Time permitting, the mouse will be used to look around and orient the player in the direction of facing.  All controls will be modifiable in the settings.
 
Forward, backwards and lateral movement will utilize the keyboard’s WASD keys and the spacebar for jumping.  Time permitting, the mouse will be used to look around and orient the player in the direction of facing.  All controls will be modifiable in the settings.
  
AUDIO
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'''AUDIO'''
 
There will be sound when the player is jumping and moving.  There will also be a sound for when the player is eliminated by an enemy or a trap.  Background music for atmosphere is likely, although currently undecided.
 
There will be sound when the player is jumping and moving.  There will also be a sound for when the player is eliminated by an enemy or a trap.  Background music for atmosphere is likely, although currently undecided.
 
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Revision as of 10:08, 5 October 2011

K & J


Best Exciting Jumping Game

Repository

Repo ID:

Trunk Status:


Team Members

  1. Kasang Gyurmey, N/A
  2. Jonathan Cheung, N/A
  3. Tony Yu, N/A



Proposal

GAMEPLAY The completed game will be a 3D platformer in which the player attempts to reach the level’s end point by jumping onto terrain blocks while avoiding obstacles. Contact with obstacles, such as moving enemies or stationary traps, will result in elimination. Elimination is not permanent and does not incur any additional penalties besides being sent back to the level’s start to try again. Scoring system is TBD, although it is assumed that score will be based on the player’s speed for clearing the level.

VISUAL DESIGN For level design, terrain will branch to different paths resulting in different obstacles. A longer path may have fewer obstacles while a shorter one may have more. It is generally acknowledged that the player will be a singular blue rectangle, enemies or traps will be red. The camera will be placed behind the character in the 3rd person perspective.

CONTROLS Forward, backwards and lateral movement will utilize the keyboard’s WASD keys and the spacebar for jumping. Time permitting, the mouse will be used to look around and orient the player in the direction of facing. All controls will be modifiable in the settings.

AUDIO There will be sound when the player is jumping and moving. There will also be a sound for when the player is eliminated by an enemy or a trap. Background music for atmosphere is likely, although currently undecided.

Map


Instructors Comments