New Working Title: F.U.C.K.3.d. Frag Unreal College Kids in 3D Beta Version Roger Davis Nick Martineau Jason Sabada.

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New Working Title: F.U.C.K.3.d. Frag Unreal College Kids in 3D Beta Version Roger Davis Nick Martineau Jason Sabada

Requirements Software Requirements: –Unreal Tournament 2004 Minimum Hardware Configuration: –Pentium III 1 GHz Processor –128 MB RAM –DirectX 9.0b or OpenGL –32 MB Video Card –5.5 GB Hard Drive

Game Requirements User must be able to start the game User must be able to get a mission User must be able to complete the missions User must be able to roam around campus without a time limit User must be able to exit the game whenever they want

Use Case Diagram

Game Mechanics User Interface Design –Currently uses the Standard UT2K4 HUD –A custom HUD will be created for the final product Controls –Standard W,A,S,D Movement System Game Play –First Person Shooter –Get Missions or Do What You Want

Program Reliability Please See Our Demo

AI - NPC’s 3 Groups of NPC’s –Males Students – Walks around campus and will try to run away from you if you attack them –Female Students - Walks around campus and will try to run away from you if you attack them –The Mark – This is the duck/goose that must be attacked as described in your mission

AI - Puzzles The only real puzzles that are featured in the game are the missions. –Go Fetch Requires the player to go to a certain location, get an object, and return to a goal location –Environmentalist Requires the player to separate locations to destroy an object (barrels, rocks, etc.) –Kill Waldo Requires the player to hunt a duck or goose and attack them to complete the mission Note: Messages are sent to the computer whenever a mission is accepted or completed to keep track of level progression

AI - Opponents Most NPC’s will wander around the campus based on placed path nodes The NPC’s will not have the “urge” to attack the player during game play There is really only one opponent –The Mark – who will try to attack you before you are able to attack them during the Kill Waldo mission.

Game Elements Data Dictionary –Mission Classes Each mission will have its own class –Weapons Classes Custom weapons that we create will have their own classes –Misc. Classes Stuff that we haven’t thought of will have their own classes

Game Elements Character Bible –Brinkman The main character of the game. He runs around doing whatever it takes to get through school. –Male/Female NPC The citizens of the school. They walk around going from place to place. Some of them may not be so lucky to make it to the end of the game.

Story Board - Environmentalist

Story Board - Go Fetch

Plot Summary Being a college student can be tough. Homework, projects, exams, topped off with a healthy portion of personal problems can really set a guy off. And you’re no different. As the semester winds to a close, you’re encountered by several professors asking favors. Considering the fact that you bombed all of their mid-term exams, you decide it might be a good idea to do their (evil?) bidding…

Flow Chart

Level Details Unreal UMD consists of two UT2004 Tournament maps Maps represent the UMD campus and the first floor of the CIS building Three mission types are available: –Go Fetch: Retrieve an object for a professor –Environmentalist: Blow up garbage cans for a professor –Kill Waldo: Assassinate a fellow student Player can avoid missions, choosing general mayhem Player is victorious upon completion of all three missions

Test Plan - Schedule Phase 1 – Alpha –Time frame: to Phase 2 – Beta – Time frame: to Phase 3 – Final –Time Frame: to

Test Plan – Test Cases Ability to start the game –Check that game starts correctly Ability to get a mission –Check that missions are obtained correctly Ability to complete the missions –Check that missions complete as planned Ability to roam around campus without a time limit –Check that a timer is not implemented for basic game play Ability to exit the game whenever they want –Check that the game exits correctly

Test Plan - Strategy Testing will take place in the CIS building Lab 139 as those machines will be what our final product is presented/played on Extreme programming is the model we are following –After something has been added, test to make sure that it works. If it doesn't work, fix it and move on.

Test Plan - Tactics As soon a new element is added/changed in the game, we test its functionality to ensure that it works properly Version Management –When a major change has been added into the game, a new version of the level is saved –If this new addition does not work correctly or is pulled from the game, we can just bring up a previous version of the game