Introduction : Team Dean Leeks –Project Leader –2D Artist Roger Creyke –Lead Programmer –2D Artist Ryan Avent –Lead Artist –Ideas Man George Daters –Programmer.

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Presentation transcript:

Introduction : Team Dean Leeks –Project Leader –2D Artist Roger Creyke –Lead Programmer –2D Artist Ryan Avent –Lead Artist –Ideas Man George Daters –Programmer –Audio Engineer Dean

Introduction : Game Q. Is it a Casual, Hardcore or NEW category of Game? A.Freestyle Arcade Q.What GENRE is it? A.Top Down Platformer Dean

Introduction : Game Q.What’s the HIGH Concept? A. Dean

Concept : Gameplay What is the basic gameplay in your project? Our game will be for the for the Nintendo DS. It will consist of using the stylus to slingshot arctic animals (i.e.: Polar Bears & Penguins) between blocks of ice floating on the arctic waters. So therefore it will be a top down platformer. The object of the game will be to reach the goal by jumping between blocks of ice. Ryan

Concept : Game Flow What does the player do? Second by second –Jump between ice platforms Minute by Minute –Try to complete the levels with a high score Hour by hour –Get maximum scores on all the levels Ryan

Concept : Narrative Not sure if we’ll have a narrative but if we do it’ll consist of: Humans are destroying the planet (global warming) so the arctic animals have to do more jumping between blocks of ice in order to find food. Ryan

Concept : Art Provide examples of expected art style, including: Game screen concepts Interface concepts Characters sketches if relevant. Ryan

Concept : Commercial What is the Game’s MAIN Market potential? Arcade style game that should be easy to pick up and play for players of all ages - fits the DS demographic. Cute fluffy arctic animals should appeal to girls. High score game play should appeal to boys. George

Concept : Commercial Who is the game aimed at? Present the Profile(s) which describes the target audience George

Concept : Commercial Why will the target audience notice our game? Arcady pick up and play game play. Slick graphics. Varying levels of difficulty. Replay Value – High Scores, get round the levels quicker. George

Concept : Risks Key Risks Lack of communication between group members. Programming for the DS is troublesome, slowing down development. Laptops blowing up due to over use. R Block not being completed before June : ( Creating / rendering out characters takes time, slowing down development. George

Platform : Choices Objective CJavaMEC++ Roger

Platform : Middleware Professional Developer Nintendo Dev Program Nitro SDK DS Card Homebrew Developer libnds / PALib Homebrew GBCard e.g. R4 Roger

Platform : Engine Features PALib –Stylus based input –Sprite and text tiling and transformation Custom Library –Projectile motion physics –Radial, per-pixel and tri-point collision –2D vector rasterizer –State management Roger

Platform : Limitations Roger Complex memory architecture

Platform : Limitations Roger Complex memory architecture –Optimisation will be fun Memory –Can’t just load all textures into memory Storage space –GBA Cart 32mb max Debugging Team Experience

Demo Insert video of demo here Roger

Project Plan Dean

Conclusion To keep up constant communication between group members so we all know we’re working in the right areas. This will mean we continue to stay on track deadline wise. To stick to and keep project plan up-to-date. Have more group meetings in the bar. Alcohol induced ideas rock. Get game mechanics sorted and finish a tech demo to make sure game idea has good potential and has no technical flaws. Then playtest demo. Have one playable level in complete form by the 24th November Roger

Thanks for listening …any questions? Dean