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

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

1 Andrew Claus Greg Conklin CIS 487/587 Fall 2009

2  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

3  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

4  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

5  Screenshot from Legend of Seth the Bard

6  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

7  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

8  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

9  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

10  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

11  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

12  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


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