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CSCI - 150 Team 4 The Instructor of the Dead
Team 4: Ahmed Almansor Caleb Tenney David Yates Harkaranjeet Singh Jagvir Sodi
Gameplay References:
2d “Run-n-Gun” style NES game “Contra” https://www.youtube.com/watch?v=k7vcUei5u2E Arcade game “Metal Slug” https://www.youtube.com/watch?v=3Lw1ZJYRaO4 Adventure Style Playstation game “Castlevania: Symphony of the Night” https://www.youtube.com/watch?v=S8dUbR597C0 Platforming Style Super Nintendo game “Donkey Kong Country” https://www.youtube.com/watch?v=OuZO4qCLY4o
Gameplay style:
The Instructor of the Dead will be a 2d platforming game where players assume the role of Dr. Liu in his quest to save the zombie students that are plaguing the school. Players will defeat enemy students while trying to stay alive and make it to the end of the stage. Upon getting to the end of the stage, the players “win.”
Beginning Stage Development:
In early development, we must get a working base of the game.
Initial Goals: A working camera to follow the player actor The player actor must exist in a 2d plane The player actor must only be allowed in move within that 2d plane. Movement restricted to the X and Y axis’ in perspective of the camera.
Controls for the player actor:
↑ for up In game, will aim up In menus, will move the cursor up one entity
↓ for down In game, will cause the character to crouch In menus, will move the cursor down one entity
← for left In game, will move the player actor left In menus, will move the cursor left one entity
→ for right In game, will move the player actor right In menus, will move the cursor right one entity
Z for shoot In game, will fire a projectile in the direction the player actor is facing In menus, will “Accept” or advance the menu one stage
Spacebar for jump In game, will cause the player actor to jump In menus, no use
Escape for back/cancel In game, will bring up menu/pause screen In menus, will “Cancel” or back out of menus
Intermediate Development:
After the beginning stage is completed, we can then split work among the team to work on various parts of the game.
Intermediate Goals: Enemies: Basic enemy actors Spawn and Defeat mechanics. Will spawn off of the visible screen and move in towards the player actor. No real AI or behaviour needed. If an enemy actor comes in contact with the player actor, the player actor dies. The next stage of enemy would involve them shooting projectiles towards the player actor. Long-term goal would be for enemies to exhibit behaviour, having a strategy or method of attack that would challenge players.
Stages:
Demo stage: Would only have a spawn, a small bounded space, and a goal space to trigger a victory condition.
Simple stage: A bigger playspace, with possible simple platforming obstacles.
Full stage: A large playspace, with hazards, pitfalls, and more advanced platforming obstacles.
Player advancement: Game over state: Would trigger when the player runs out of lives.
Projectile firing: Will fire a projectile that can interact with enemy actors and other possible gameplay mechanics.
Power ups: Power ups to enhance the player Extra Lives Shield to grant a bonus hit of damage taken before death Enhanced Projectile properties Enhanced Player actor properties
When we have a full game more or less working, these are the areas we can further develop our project.
Advanced Goals:
Mobile app development: Basic App will simply generate a code that corresponds with the date. When entered into game, will provide a power-up of some sort.
Advanced App will read GPS data on students phone, to check whether they were in school grounds during the day. If so, they will be able to enter in the code
Future Goal Port game into mobile devices
Stage Design: Create alternate styles of level. Vertically scrolling levels instead of horizontal “Escape” style games where players are on a timer to finish the stage, could include stage transitions that change depending on stage timers
Puzzle elements that will stop the player until they solve the puzzle.
Two-player co-operative gameplay Allow a second player character to play locally. Will have to expand input options for two players
Controller support Allow modern controller support Unreal Engine supports modern controllers out of gate, but it’s up to us to make sure the game uses it. Will also allow greater functionality for two-player co-op gameplay.
Enemies End stage bosses End stage bosses with unique behaviour