Storyboard for Playing the Game (in detail) Hoang Huynh, Jeremy West, Ioan Ihnatesn

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1 Storyboard for Playing the Game (in detail) Hoang Huynh, Jeremy West, Ioan Ihnatesn

2 Playing the Game (in detail) Rules Playing with collision rules Playing with boundary rules Collecting power-ups Game Flow Playing a new game Running a level Running a round Playing a round

3 Playing with Collision Rules Game Objects (ships, obstacles, and power-ups) can interact with each other when they collide.

4 Playing with Collision Rules Collision Type Player s ship collides with an enemy ship. Player s ship collides with a power-up. Player s ship collides with an enemy s projectile. Enemy s ship collides with the player s projectile. Player s ship collides with an obstacle. Projectile collides with an obstacle. Collision Rule The enemy ship destroyed, player takes damage. Power-up is added to players inventory. Player takes damage. Enemy ship takes damage Players ship takes damage, obstacle is destroyed. Obstacle takes damage.

5 Example: Collision With Enemy (1) Health 100% Ship is moving direction indicated by arrow.

6 Example: Collision With Enemy (2) Health 75% The players ship and enemy ship have crashed into each other. The enemy is destroyed and the player has taken damage.

7 Playing with Boundary Rules Certain things may happen when Game Objects attempts to cross a boundary. Boundaries: Visible Play Area. This is the area that the player can see and all the action takes place. It is bounded by a blue frame in examples.

8 Playing with Boundary Rules Collision Type Player s ship attempts to leave the visible play area. Enemy ship leaves the visible play area. Obstacle leaves the visible play area. Projectile leaves the visible play area. Power-up leaves the visible play area. Boundary Rule The player is prevented from leaving the visible play area. (Ship stops moving at edge of play area). The enemy ceases to exist. The obstacle ceases to exist. The projectile ceases to exist. The power-up ceases to exist.

9 Example: Visible Play Area Health 100% The Players ship is moving in the direction indicated by the arrow.

10 Example: Visible Play Area Health 100% The players ship is stopped at the edge of the visible play area (blue frame) regardless of players requests to move further to the right.

11 Collecting Power-Ups There are many types of power-ups that the player can collect. They may modify the player s: Score Weapons Health Number of lives

12 Collecting Power-ups Power-up Type Action Multi-shot Upgrades the players basic gun to fire in 3 directions rather than just straight ahead. Rocket 1up Bonus Allows the player to shoot rockets instead of basic bullets. Gives the player another life. Adds points to the player s score. These are only examples. The game will contain many more power-ups than shown here.

13 Example: Collecting Power-up Health 100% The Players ship is moving in the direction indicated by the arrow.

14 Example: Collecting Power-up Health 100% The Players ship collides with the power-up to collect it. The player is notified by the flashing ring and color of his/her ship.

15 Example: Collecting Power-up Health 100% The Player can now fire with the Multi-Shot Power-up

16 Playing a New Game Player selects a level. Player plays level 1 Player plays level 2 Player plays level 2... Player plays level n Credits

17 Running a Level The system loads the level. The system randomly selects a few rounds from all of the rounds within that level. Load and run the first round Load and run the second round... Load and run the last round Load and run the boss round Running a level ends when all rounds are completed.

18 Running a Round The system loads the round. The system spawns the enemies and obstacles required by the round. Running a round ends when there are no enemies left on the screen.

19 Playing a Round x3 At the beginning of every round only the player will exist in the visible play area. This will allow the player a moments respite before the action commences again.

20 Playing a Round x3 The first round of enemies and obstacles will appear at the north end of the screen and begin to move southwards

21 Playing a Round x3 1 Enemy 1 and player begin firing on each other.

22 Playing a Round x3 1 The players bullets strike enemy one inflicting fatal damage. The player moves left and fires at the asteroid.

23 Playing a Round x3 2 3 The players bullets destroy the asteroid sending pieces flying in random directions. Enemy 2 will not be able to manoeuvre away. Enemy 3 begins firing on player.

24 Playing a Round x3 3 A shattered piece of asteroid crashes into enemy #2, followed by a bullet from the player. This is fatal. The player takes damage from the enemy bullets. Enemy 3 manoeuvres to avoid asteroid chunks.

25 Playing a Round x3 3 The manoeuvres around the asteroid debris and fires at enemy 3.

26 Playing a Round x3 3 The manoeuvres around the asteroid debris and fires at enemy 3.

27 Playing a Round x3 All remaining asteroids drift off screen, and the next round begins after a slight pause.

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