Andrew Claus Greg Conklin CIS 487/587 Fall 2009.  Sierra-Style Interface and Gameplay  The Legend of the Red Dragon related Storyline  30 Different.

Slides:



Advertisements
Similar presentations
Missile Contingency ECHOCODER SOFTWARE / JASON POWERS.
Advertisements

Introduction to Video Game Design BBrewer Fall 2013.
Video Game Design Lesson 1. Game Designer Person involved in the development of a video game Person involved in the development of a video game Usually.
CIS 487 Pitch Early Draft Paul Gruenke Ed Malinowski.
Michael the Bicycle CIS 587 2D Game Pitch - Ruth Johnson.
Monkey of Doom Game Design Document Copyright 2007 : Sarah Nicotra.
Cucumber The Super Aardvark Team Awesome Presents.
Garrett Boren Jordan Necovski.  Set in the middle ages, your character is out on a hunt with some friends, as per his usual weekend. As a renowned hunter,
Space Rescue Chad Seippel Cory VanHooser. Story 2050 brand new International Space Station Distress call from ISS about “alien attack” No further communication.
Game Pitch Presentation - Game name: X of the RED cPc Studio Paul Kwon, Chuan Wang, Changgon Cho cPc Studio Paul Kwon, Chuan Wang, Changgon Cho.
On one silent night. from a gust of wind came an earthquake.
How do games work? Game Workshop July 4, Parts Sprites/pictures Map/background Music/sounds Player character Enemies Objects.
Game Review: Sanitarium Jonathan Christ CIS Game Design University of Michigan - Dearborn.
Cheezburger Factory Chris Brown Aaron McConnell. Story A cat is attempting to reach a “cheezburger” factory Draws on the LOLcat internet meme Foes include.
CIS487 GAME PROJECT: WORKING TITLE Destin Centala, Vamsi Kancharla.
1 Game Design Documents. 2 Design Documentation Stages Design treatment or concept paper Design treatment or concept paper Game feasibility Game feasibility.
Unreal II – The Awakening Game Review Steve Blossom CIS 487.
Java Zelda By: Phillip Garber. Executive Summary Java Zelda is an attempt at making a remake of the classic SNES game Legend of Zelda – A Link to the.
Undying Images A Mid-Summer Nightmare The dreams have been the same for months. You have visions of an eerie woods. Behind you there is a mansion and.
Game Design Documents.
Fire, Water, and Wood By Evan Musu. Executive Summary Battle Beast was a toy line made in the 1980’s. The main premise of the toys were fire, water, and.
Gearbox Software PRODUCTION PIPELINE – JOBS TITLES – JOB DESCRIPTIONS.
INTRODUCTION TO SCRATCH. About Me Resources Scratch Website Learn Scratch Washington-Lee Computer.
XNA GAME STUDIO 4.0 LEARN PROGRAMMING NOW Game Design.
GameMaker.  A lot of Different Definitions  Easier to Say What is NOT a Game  Movie is Not a Game  No Active Participation  Final Outcome is Fixed.
Storytelling has been around for quite a long time. It first started off as people pointing in directions and howling and even acting out behaviours mimicking.
GAME DESIGN IN CONJUNCTION WITH UNION UNIVERSITY COMPUTER SCIENCE DEPARTMENT By Jacob Lynn and Hananiah Nyabam.
Creative Commons Attribution 3.0 creativecommons.org/licenses/by/3.0 Key Abstractions in Game Maker Foundations of Interactive Game Design Prof. Jim Whitehead.
LITERARY CONNECTIONS CRITICAL VIEWING.  A novel or play adapted to film or an original work written specifically for filming.
The Short Tale of Adlez: First Iteration Design ENGI 5895: Software Design Spencer Bellows & Robert Gash.
Canyon Adventure Technology David Maung, Tristan Reichardt, Dan Bibyk, Juan Roman Department of Computer Science and Engineering The Ohio State University.
Introduction to Scratch!
Creating A 3-D Game With Spark Engine Lauren Bissett, Dan Maguire, and Nicholas Woodfield.
CIS 487 Game Design Fall, 2009 Presented by: Jason Chrispen Brandon Holbert.
CS 4730 Action vs. Interaction CS 4730 – Computer Game Design Credit: Several slides from Walker White (Cornell)
Kirit Patel Joel Cieslak CIS 487 2D Game Design Pitch.
Test Environment Algorithm Program Requirements/ Enhancements Analyze the Problem and Design a Solution Programming Software Translates the Source Code.
Wannago Wherigo?. What’s all this then? Interactive GPS experience Interactive GPS experience Variety of possible activities Variety of possible activities.
Game Maker – Getting Started What is Game Maker?.
How to Make a Computer Game (the Easy Way) An Introduction to 3 rd -Person Perspective Game Creation Software Jonathan Martin.
Dead Run James Kelly, Mike Papo, Josh Lovatt. Basic Details Single Player Top Down Action game.
Team 2: Gamers & Coders Final Sprint Presentation.
Overview of Game Maker. Game Maker Version 7.0 Lite (free version) For MS-Windows platforms
1 Contents  Audio  Sprite  Input devices  Game production milestones  Course summary.
Team 2: Gamers & Coders ‘ The Last Warrior’ Android Game Application By Chinmay Kulkarni, Darshan Shinde, Matt Frey, Peng Ye, Satoshi Inoue & Shachi Chandrashekhar.
Tenebrae 2D Game Pitch By: Kelly Katarzis and Brandon Leon.
Cold War Hockey 10/19/2009 Mike Sherron Dmitriy Ansolis.
CIS 587 – Game Evaluation Alien vs. Predator 2 Jonathan Stoffer CIS 587 Fall 2005.
ENGR-TS-2: The students will develop an understanding of how the design process is used to develop a technological system.
Group9 Kenny Sanders, Ashneel Singh, Jillian Cornette, Justin Mills, Chris Woolfe, Nathaniel Escribano, Jason Hachen, Andrew Melnyk, Elizabeth Graham,
Super EastGate Jon Caron, Ryan Fleming, Antonio Guarino, and Mike LoVerme Merrimack College Introduction Super EastGate is a 2D side scroller game that.
CompSci Introduction to Jam’s Video Game Package.
Introduction to Programming Using Scratch Brooklyn College Bridges To Computing (2009) M. Meyer.
GAM666 – Introduction To Game Programming ● Programmer's perspective of Game Industry ● Introduction to Windows Programming ● 2D animation using DirectX.
Written module activity, Page 16 1.We refer to the physical parts of a computer that we can touch and see as hardware. Examples include the mouse, the.
CompSci 44.1 Game Package Introduction to Jam’s Video Game Package.
Game Maker Evil Clutches.
N v1.4 Presentation By: Brian Rodriguez. N ● Action Game ● Produced by Raigan Burns and Mare Sheppard of Metanet Software Inc. ● Freeware.
2D Game Design Pitch “Invasion” By: Tom Nanke. Abstract of Game Story It is the year 2190 and planet Earth is trying to salvage the last bit of civilization.
Alexander Talbott.  Collection Origins  Why did we need Collection in Prehistoric times?  Collection allowed us to gather materials crucial to survival,
Assignment 1 CIS 487 9/29/09 David Elner. Basic Information: TitleGarry’s Mod DeveloperTeam GARRY GenreIndie (Mod)(Sandbox) Price$10 RequirementsSource-engine.
Scott Keling and Gary Darby Escape From Skybase 17.
Stencyl Visual Programming Dr. Gary Liu. Sections: 1: Game Development Concepts 2: Stencyl and Game Mechanics 3: Stencyl Story and Aesthetics 4: stencyl.
Introducing Scratch Learning resources for the implementation of the scenario
Escape the Haunted Mansion
Managed DirectX Joe Gavin.
Introduction to Programming Using Scratch
Department of Computer Science & Engineering
2D Game Pitch Cave Explorer (FINAL)
Game Pitch Lost on an Island
Presentation transcript:

Andrew Claus Greg Conklin CIS 487/587 Fall 2009

 Sierra-Style Interface and Gameplay  The Legend of the Red Dragon related Storyline  30 Different Rooms to Explore  2 Major Questlines  5 Different ways to Kill the Red Dragon ◦ 4 Sad Endings ◦ 1 Happy Ending  7 Different ways to Die  5 Random Forest Events  3 Hidden Objects

 Continues storyline of the Legend of the Red Dragon ◦ A town which is haunted by a legendary Red Dragon is looking for a hero to save their land from the frequent disturbances  Various heroes have trained years to hunt down and slay the Red Dragon ◦ Many have attempted to slay it ◦ Some boast to have killed it ◦ Most do not come back alive  Seth the Bard, a local tale spinner, armed with the knowledge of past heroes, has vowed to stop this menace once and for all

 Classic Point-and-Click adventure/puzzle game ◦ 80’s Sierra / Lucas Arts style  8-bit graphics style  Static 3D landscape backgrounds ◦ Dynamic sprites placed on top of background ◦ The user can move the character in all 4 directions on each screen (north, south, east, or west), and when the player reaches an edge, the screen changes to the next scene in the respective direction.  Once the final scene is reached, the player will loop back to the opposite side of the world.  Medieval/Fantasy setting

 Screenshot from Legend of Seth the Bard

 Player controls the main character, Seth the Bard  Main goal ◦ Kill the Red Dragon  Sub-goals ◦ Find/acquire items needed to slay the Red Dragon ◦ Complete various side-quest objectives ◦ Discover interesting treasures/artifacts/locations  Exploration ◦ The player can explore most of the world without restriction, additional areas can be unlocked by figuring out the puzzles

 Mouse actions include: ◦ Walk to location ◦ Interact with item ◦ Look at item ◦ Talk to person ◦ Open inventory ◦ Look at inventory item ◦ Use inventory item  Keyboard actions include: ◦ Start/stop walking (north/south/east/west) ◦ Save/Load game

 Talk to the locals to get additional story, information, and hints  Find useful items in the game’s landscape  Use the “look at” function on landscapes and objects to get additional information and hints  Use or barter the items found to receive new items, or progress game play in a logical fashion  When confronted by enemies, run away

 Main town ◦ Main buildings and characters found here  Inn, weapons shop, armour shop, training hut  Forest ◦ Creepy forest area ◦ Enemies can be found here  Farmer Fields  “Other Places” ◦ Mysterious location  Dragon’s Den ◦ Location of the Red Dragon

 The player will start inside of the Inn with no inventory and little story information  This will force the player to talk with the locals in the town to gather more information and location hints  Upon exploration of the available areas, the user will be able to find objects which can be used to progress the game ◦ Trading objects with non-playing characters ◦ Combining objects to form new objects ◦ Using objects to open new locations  Once the player finds and uses all objects in the intended manner, the player will have the ability to find, confront, and kill the Red Dragon

 Hardware ◦ Modern PC with keyboard and mouse ◦ Video card  320x200 or 320x240 resolution support  32-bit color support  Software ◦ Adventure Game Studio Editor  Scripts written in AGS Script (similar to C#) ◦.NET Framework 2.0 ◦ Windows 2000/XP/Vista/7 ◦ DirectX 5 or later ◦ Video drivers  320x200 or 320x240 resolution support  16-bit color support

 Adventure Game Studio Runtime Engine  Graphics drawn using DirectDraw 5 ◦ 320x200 screen resolution, 32-bit color  Sprites used to implement animation  Coordinate based collision detection  Audio supported by DirectSound  Mouse functionality supported by DirectInput