Maniacally Obese Penguins, Inc.

Similar documents
A retro space combat game by Chad Fillion. Chad Fillion Scripting for Interactivity ITGM 719: 5/13/13 Space Attack - Retro space shooter game

SPACEYARD SCRAPPERS 2-D GAME DESIGN DOCUMENT

More Actions: A Galaxy of Possibilities

CISC 1600, Lab 2.2: More games in Scratch

Chapter 1:Object Interaction with Blueprints. Creating a project and the first level

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

VACUUM MARAUDERS V1.0

HERO++ DESIGN DOCUMENT. By Team CreditNoCredit VERSION 6. June 6, Del Davis Evan Harris Peter Luangrath Craig Nishina

CS180 Project 5: Centipede

THE LOST CITY OF ATLANTIS

RAID OVER MOSCOW INSTRUCTIONS

CONCEPTS EXPLAINED CONCEPTS (IN ORDER)

Tutorial: Creating maze games

No Evidence. What am I Testing? Expected Outcomes Testing Method Actual Outcome Action Required

PO Box Austin, TX

The University of Melbourne Department of Computer Science and Software Engineering Graphics and Computation

ApeZone's Battleship Chess. The side with the most points at the end of the last battle is the winner.

Top-Down Shooters DESMA 167B. TaeSung (Abraham) Roh

Meteor Game for Multimedia Fusion 1.5

Orbital Delivery Service

CREATURE INVADERS DESIGN DOCUMENT VERSION 0.2 MAY 14, 2009

If you have any questions or feedback regarding the game, please do not hesitate to contact us through

Cannon Ball User Manual

Gnome Wars User Manual

CIDM 2315 Final Project: Hunt the Wumpus

DIGITAL. Manual. Copyright 2017 Lock n Load Publishing, LLC. All Rights Reserved

Tutorial: A scrolling shooter

2D Platform. Table of Contents

Competitive Games: Playing Fair with Tanks

The Kapman Handbook. Thomas Gallinari

FARMAGEDDON DESIGN DOCUMENT VERSION 0.6 JUNE 7, 2011

Nighork Adventures: Legacy of Chaos

COMPONENT OVERVIEW Your copy of Modern Land Battles contains the following components. COUNTERS (54) ACTED COUNTERS (18) DAMAGE COUNTERS (24)

NOVA. Game Pitch SUMMARY GAMEPLAY LOOK & FEEL. Story Abstract. Appearance. Alex Tripp CIS 587 Fall 2014

Chat - between battles, you can share experiences, learn about the latest news or just chat with other players. Quests - shows available quests.

CS 251 Intermediate Programming Space Invaders Project: Part 3 Complete Game

~ Happy Farm ~ The following developer is responsible for the declaration: Astro Corp.

Star Defender. Section 1

Your First Game: Devilishly Easy

Legends of War: Patton Manual

PROFILE. Jonathan Sherer 9/10/2015 1

Game Maker Tutorial Creating Maze Games Written by Mark Overmars

BITKIT. 8Bit FPGA. Updated 5/7/2018 (C) CraftyMech LLC.

XENONAUTS QUICKSTART GUIDE

Space Invadersesque 2D shooter

Instruction Manual. Pangea Software, Inc. All Rights Reserved Enigmo is a trademark of Pangea Software, Inc.

Instruction Manual. iphone/ipod Touch Pangea Software, Inc. All Rights Reserved Nanosaur is a registered trademark of Pangea Software, Inc.

ARMOR DIAGRAM ARMOR DIAGRAM. Mech Data. Mech Data BATTLEMECH RECORD SHEET BATTLEMECH RECORD SHEET. Weapons Inventory.

Lucky Leprechaun. 1. Overview. Game Rules (v1.2-28/06/2016) The goal is to obtain a winning combination on a winning line spread across the reels.

Game control Element shoot system Controls Elemental shot system

Welcome to the Break Time Help File.

A. creating clones. Skills Training 5

EE307. Frogger. Project #2. Zach Miller & John Tooker. Lab Work: 11/11/ /23/2008 Report: 11/25/2008

Emoji Planet Video Slot Game Rules

Technical Manual [Zombie City]

MathScore EduFighter. How to Play

GALAXIAN: CSEE 4840 EMBEDDED SYSTEM DESIGN. Galaxian. CSEE 4840 Embedded System Design

Tower Defense. CSc 335 Fall Final Project

Before displaying an image, the game should wait for a random amount of time.

Programming Project 2

Kodu Game Programming

ADVANCED TOOLS AND TECHNIQUES: PAC-MAN GAME

Survive Blood Island Interactive Game

Equipment Object Rules Winning Example Game Variations

Nighork Adventures: Beyond the Moons of Shadalee

Hooping: a 3-D Space Racing Game

The Esoteric Order of Gamers

Game Maker: Platform Game

10 Steps To a Faster PC

x12 BATTERIES INCLUDED

HARRIS WORLD Control Cool Real UP Jump Walk DOWN Duck Walk LEFT Walk Walk RIGHT Walk Walk ACTION Fire Fire

Introduction Installation Switch Skills 1 Windows Auto-run CDs My Computer Setup.exe Apple Macintosh Switch Skills 1

20 LINES CREDITS PER LINE

Run Ant Runt! Game Design Document. Created: November 20, 2013 Updated: November 20, 2013

Content Type: Pariplay Game Category: Slot Return to Player: 95.08%

Space War Mission Commando

PETEY S GREAT ESCAPE TEAM PENGUIN CONSISTS OF: ALICE CAO, ARIAN GIBSON, BRYAN MCMAHON DESIGN DOCUMENT VERSION 0.5 JUNE 9, 2009

Part 11: An Overview of TNT Reading Tutor Exercises

SPACESHIP (up to 100 points based on ranking)

Experiment 02 Interaction Objects

COMMUNICATIONS HANDBOOK

Tower Climber. Full name: Super Extreme Tower Climber XL BLT CE. By Josh Bycer Copyright 2012

BMr Flash Player. BMr Flash Player Control Menu Display

Information Guide. This Guide provides basic information about the Dead Trigger a new FPS action game from MADFINGER Games.

Getting Started with Coding Awbie. Updated

Z-Town Design Document

the gamedesigninitiative at cornell university Lecture 3 Design Elements

Mobile and web games Development

Create a Simple Game in Scratch

Page 1 of 39. Alien: Isolation Table Guide By ShoryukenToTheChin

Background. After the Virus

LAB 1 Linear Motion and Freefall

Maze Puzzler Beta. 7. Somewhere else in the room place locks to impede the player s movement.

Type to enter text. GoSphero.com

MENU. Neurofeedback Games & Activities

Once this function is called, it repeatedly does several things over and over, several times per second:

LOMAH Location Of Miss And Hit

The Marbleous Contraption. April 22, 2009

04. Two Player Pong. 04.Two Player Pong

Getting Started with Coding Awbie. Updated

Transcription:

Maniacally Obese Penguins, Inc. FLAUNCY SPACE COWS Design Document Project Team: Kyle Bradbury Asher Dratel Aram Mead Kathryn Seyboth Jeremy Tyler Maniacally Obese Penguins, Inc. Tufts University E-mail: MOPenguins@gmail.com

Game Title Flauncy Space Cows I. Section 2: Overview A. The general idea: A small forest elf named Flauncy must fly around in space, shooting Space Cows, Pigs, and Chickens and avoiding collision with them. Cows, upon being shot, explode into two Pigs, which when shot become two chickens. Chickens, when hit, disappear B. Gameplay Mode: Setting: Deep in space, with no interference of gravity, friction, or planets. Perspective: A 2-dimensional overhead view. Interaction model: User accelerates using the up arrow, and spins using sideways arrows. Spacebar shoots pellets or some variation thereof. Action is wrap-around (ie, exiting the screen sends the player to the other side). Challenges: Each increase in level involves a larger number of cows entering the screen, and a slight increase in the animals velocity. Actions: Player maneuvers through the cow field, avoiding collisions while shooting various farm animals. II. Core Features User Interaction Framework: Involves the main event loop and results of keystrokes. Physics Engine: A basic set of variables and functions that allow for motion and acceleration of objects. The engine must have enough flexibility to be used for the animals, Flauncy, and the ammunition. 2006 Maniacally Obese Penguins, Inc. Page 2 of 9

Graphics Elements: The background, Flauncy, and animal pictures that will make up the look of the game. Some form of indication of Flauncy s acceleration will also be necessary (for example, fire coming from behind him). Any extensions of ammunition or protective fields must also have an associated graphic, but the basic pellets can be formed by simple moving points. Collision Detection: The game requires a way of easily checking for collisions between Flauncy and the animals which will cause a loss of life or health. Also, pellets must be checked for collision with animals so that the animals can explode. Scoring System: There must be a way of keeping the score of a player. Eliminating animals will increase points, while points could possibly be removed as time passes, adding an element of time pressure to the game. Level Incrementing: Once all animals have been removed from the screen, the player must be raised a level and restarted with more, faster-moving cows. There will be no limit to how high of a level the player might reach. Ship, Animals, and Pellets: Each of these elements will require a well-implemented functionality that allows for easy game extensions and commands. The elements themselves will do most of the work of the game, including collision detection, motion, etc. Opening Screen: This will be a particularly well-designed screen that introduces our corporation and gives a short game title and description. Quit/Pause Options: We will want to make sure that the player is able to pause action or exit when desired. Sound Effects and Music: Background music, possibly that changes with each level, as well as sound effects for collisions and shots fired. There will possibly be an effect for the acceleration of the ship as well. 2006 Maniacally Obese Penguins, Inc. Page 3 of 9

III. Secondary Features Changing Backgrounds: Have several backgrounds that cycle as each level is passed. More backgrounds is best, so as to prevent most players from seeing the same ones multiple times. High score List: Have a method for storing the high scores so far on the computer and for updating at the end of a game, whether it was quit or ended due to loss of life. Health Meter: Rather than having multiple lives, implement a health meter that can be restored using the flying veggie-burgers that will come across the screen every so often. Armor and Weapons Upgrades: This will incorporate some form of money flying across the screen, and a shop that is available between levels where extra tools are available. Some possibilities: --Strong weapons that skip a level of the size of the animals --Force fields for some temporary protection --Brakes to enable slowing down This particular addition will also require a more advanced user interface, as different buttons must be used to launch the special weapons. Animations: Animations will include possibly more drastic explosions, maybe movement in the animals or animation of the fire that accelerates Flauncy. Multi-player Option: Add the possibility of having two players battling each other or working together against the animals. This is also a significant addition, as new keys must be added for the second player and simultaneous computations are now necessary. 2006 Maniacally Obese Penguins, Inc. Page 4 of 9

IV. State Diagram of Game play A. Figure 5.1 High Level State Diagram for Flauncy Space Cows Introduction Screen Main Menu Player Destroys All Objects Pause is Pressed Increase the Level Main Game-Play Loop Pause Pause is Pressed Collision Number of lives > 0 Decrement Number of Lives Number of lives = 0 Game Over 2006 Maniacally Obese Penguins, Inc. Page 5 of 9

B. Figure 5.2 Low Level State Diagram for Flauncy Space Cows Main Game-Play Loop Accelerate Flauncy Begin Game Press the Up Arrow Rotate Flauncy Press Left or Right Arrow Shoot Pig Loop to Increment Time Press Spacebar Fire Projectile Explode Pigs into two Chickens Shoot Chicken Explode Chickens Number of flying objects > 0 Shoot Cow Explode Cow into two Pigs Number of flying objects = 0 Increase Level V. Internal Economy Lives/Health: Each player will start with three lives and a full health bar. As the player is hit by animals the health bar will decrease. The size of animals will determine the amount oh health lost, so cows will deplete your bar more than chickens. Once you health bar is fully depleted your elf will explode and you will lose a life. 2006 Maniacally Obese Penguins, Inc. Page 6 of 9

Ammo: The ammo will be infinite and can be fired constantly with a slight delay in each pellet shot. Money: Money will be a secondary feature in the game and will be awarded to the player each time they fully destroy a com, pig, chicken combination. Money will be able to be spent at the end of each level for a more durable ship that will take less damage with each hit. New lives will also be able to be bought with this money. VI. Game Balance Positive feedback: It will be awards to the player each time they hit an animal or complete a level. The forms of positive reinforcement will be points and money. Health will be increased as money as spent. Negative feedback: The main form of negative feed back will come from hits with the animals, which will lead to loss of the health bar and finally an explosions that will cause lose of a life. Adjusting the game's difficulty: The game difficultly will not need to be adjusted. The levels will start out fairly easy and will get progressively harder. VII. Victory Conditions Winning the game: There will be no way to actually win the came, the point is just to accumulate the most amount of points possible before you die. The levels will simply get harder and harder until they are basically impossible. At some point every player will die. Losing the game: The game will end when all of the player s lives run out. At this point the players score will be displayed and they will have the option to play again. 2006 Maniacally Obese Penguins, Inc. Page 7 of 9

VIII. Interface Design: A. Figure 9.1 Startup Screen When the game opens, this screen will appear, and instructions will appear to the effect of hit enter to play. If the secondary features are implemented this screen will also include option buttons. B. Figure 9.2 Primary Mode Screen This screen will be the primary location for game play. Flauncy will fly around, shooting at an array of space animals. The animals will be flying as well, independent of the motion of Flauncy. There are options to pause and exit, and a score counter in the upper right corner. 2006 Maniacally Obese Penguins, Inc. Page 8 of 9

C. Figure 9.3 Level Change Screens After the screen is cleared of farm animals, this screen will appear telling the player to prepare for the next level of game play. 2006 Maniacally Obese Penguins, Inc. Page 9 of 9