Name Pending A Tetris Attack clone. Operational Concepts  An evolution into next-gen of an existing puzzle game scheme  Capturing the essence of retro.

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Presentation transcript:

Name Pending A Tetris Attack clone

Operational Concepts  An evolution into next-gen of an existing puzzle game scheme  Capturing the essence of retro gaming with an upgrade to functionality  Playable on PC and possible playability on the Xbox 360 via the XNA (a broad market spanning PC and console gamers)  Geared for gamers who play games like: Meteos on the Nintendo DS Pokemon Puzzle League on N64 TetriNet Bejeweled (yes, Bejeweled is basically a less free Tetris Attack) Puzzle Quest on NDS

Reference Game

What Tetris Attack had  Quick, pick up game play  Easy to learn, hard to master feel  2 player split screen  Recognizable Nintendo Characters  A sound track that was sync to game play

Problems with Tetris Attack  No network play  Masters of the game seldom found new challenges  2 player battles are too limiting  More than one way to attack an opponent  Custom soundtracks missing

Solving these problems and adding “Next gen” to an old school game  Networked multiplayer battles  High definition 3-D graphics  5.1 Audio  Incremental difficulty for masters of the game (additional complexity in block types)  Additional means to attack your opponent  Custom soundtracks sync to gameplay

System Requirements  We must have these to set the project apart Network Gameplay 3-D graphics High Definition graphics Battle mode Custom Soundtracks Fast gameplay Increasing gameplay complexity

Architecture Game Game LogicSound Graphics Networking XNA libraries for soundprocedural graphics high def textures? XNA’s network librariesexisting Tetris attack engines existing models

Lifecycle Plan  Aimed at retro gamers who enjoy puzzle games  A canonical team of 8 will execute in 4 teams of two each working on one of the sections of the game Network Game Engine Graphics Sound  Looking for quick betas and frequent betas to incorporate as much feedback as possible

Feasibility Rationale RiskPossibilityMitigation Procedural graphics engine too difficult to program/build MedGo back to tried and true pre-rendered models/textures, borrow those models from open source graphics sources Network play falls behind scheduleMedAllocate more resources to network play team, leverage preexisting network play code found on other parts of the net Learning XNA takes longer than expected for the team Lowmove to tried and true coding options like Java 3-D graphics too difficult to developLowleverage existing 3-D models from the internet Custom soundtracks can’t be implemented in sync with gameplay MedAllow for custom soundtracks to be out of sync with gameplay