Dead Run James Kelly, Mike Papo, Josh Lovatt. Basic Details Single Player Top Down Action game.

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Presentation transcript:

Dead Run James Kelly, Mike Papo, Josh Lovatt

Basic Details Single Player Top Down Action game

Summary The player controls a misunderstood zombie named Carl. Carl only wants to escape and survive. The only thing standing in his way are the humans who want to kill the zombie. Unfortunately, he can no longer speak the human language. Carl must make it past the humans and their pets to the exit before they kill him.

Carl

Appearance Hand drawn graphics Grid-Like Level layout The entire map will be displayed at all times when playing the game. A HUD will be displayed at all times showing score and health.

Player roles and action The players role is a misunderstood zombie that needs to escape from the murderous humans. On each level, the players goal is to fufill a given objective and reach the finish ”alive”. Objectives can be as simple as reach the end or can be more difficult, requring you tokill all enemies or collect an item (liek a key) that is gaurded by humans. Power-ups will randomly spawn to give stat boosts like 2x speed.

Controls Dead Run will be played with the keyboard. The Menu can be controlled with the mouse but gameplay will be done using the keys. The arrow keys will control movement. Z, X and Space will control attack, interact and jump.

2x Speed Power-up

Stratagies and motivations The player can use the environment to hide from the humans. The player can also use the environment to escape. I.e Stepping on a pool diving board will fling the player a random distance across the map. If avoidance or escape isn't possible, the player can attack the humans. Warning: Attacking head on will result in death.

Combat Humans can have a variety of weapons like torches, axes, crossbows and guns. Carl only has his claws. This limits his attack range to the space in front of him. When Carl attacks a human, if the human is facing him, the human will automatically kill him. The only way for Carl to kill an enemy is to attack them from the side or behind.

Level Summary/Story Progression The first level is laid out like a neighborhood. The player must get across the neighborhood to the park.

First Level Concept

Hardware The Hardware required for the game is a computer and a keyboard.

Software Game will be developed in flash and will be playable on any system that supports flash and keyboard input. Art will be completed using Photoshop and Sound will be recorded using Audacity.

Algorithm Style The game will be built in a polymorphic style. The different parts of the game will be designed as screens. The menu, loading screen, levels, etc will each be screens and each part of the game will be loaded screen objects. Collision detection will be done with basic collision boxes. Each object will have a collision box and the game will check for multiple boxes intersecting each other.

AI The Enemies will have a simple AI. They will follow a preprogrammed path until they achieve line of sight with Carl. When they see Carl, they will move towards where they saw Carl and attempt to kill him. If killing him is unsuccessful, they will move back and resume their preprogrammed path.