Title: Production Team
1(No Transcript)
2Team
Production Team UMD Staff Pete Kinnunen Johan
Ljungman John Gaffrey Mike Manard Aaron
Stokes CSS Staff Don Behm James Kells Jeff
Nofs Gustavo Gonzales Nick Scarlet
3Overview
- Implement four unique looking and acting vehicles
each with an appropriate AI for - Utilize a large volume of recorded voices to add
to the dark humor atmosphere of the game - Have realistic physics for each vehicle based on
its type - Areas of the map will serve as an advantage or
disadvantage to a vehicle type
4UML Diagram Use Case
5Installation and Requirements
- Installation
- Please follow read the following requirements
before installing this software. - System Requirements
- Operating System Windows 98/Me/2000/XP/Linux
- Processor Pentium III 1.0 GHz or AMD Athlon 1.0
GHz or faster (1.2 GHz or faster recommended) - Memory 128 MB RAM minimum (256 MB recommended)
- Hard Disk Space 300 MB free (Note this is for
the mod only, it doesnt include space need for
Unreal 2004) - CD-ROM Drive 8X Speed
- Video 32 MB Windows 98/Me/2000/XP-compatible
video card (64 MB NVIDIA GeForce 2 or ATI Radeon
Hardware TL card recommended) - Sound Windows 98/Me/2000/XP-compatible sound
card (NVIDIA nForce or other motherboards/sound
cards containing the Dolby Digital Interactive
Content Encoder required for Dolby Digital audio.
Sound Blaster Audigy 2 ZS card recommended.) - DirectX DirectX version 9.0b (included) or
higher - Modem Not needed for Alpha release.
- Indicates device should be compatible with
DirectX version 9.0b - or higher.
- Installation Instructions
- 1. Start Windows 98/Me/2000/XP.
- 2. Click on the .exe file and follow all
installation instructions. - 3. Click on the shortcut icon on your desktop to
start the game.
6Game Mechanics
- Camera position 1st or 3rd person views
- Because of the Deathmatch nature of the game
there will be no save feature - Being able to play as 4 unique vehicle types will
add to the replay ability as well as a map with
unique areas that either give advantages or
disadvantages to certain vehicle types
7Game Mechanics Cont.
- The HUD must take up little space on screen
- User must be able to fully view the vehicle and
surroundings - Requirements will be health, timer, weapon info
- Health info will utilize vehicle portraits where
the image and color gives the status of vehicle - Before entering a level, the game will display a
intro screen, detailing the story
8HUD without final art
Weapon Info
Health
Timer
9Game Play Details
- It is a third person driving battle game
- Single player, with possibility of multiplayer
- Game modes Death match and item keep away
- Similar to Mario Kart battle mode or Twisted
metal - Dark Humor with slightly cartoon-like art design
- One playable level secretary of states driver
renewal battle arena - Will include voice acting
- Upon defeat of a character, they lose all their
items that they collected allowing the victor to
steal such items. The defeated will respawn
elsewhere - Each game ends after a certain time has passed or
after a target score is reached (either by kills,
or score by keeping away an item)
10User Manual Story Line
- Wake up old man! Its time to kill or be killed!
- This demo will feature one playable level The
Secretary of States Sunday Driver Renewal Arena
in Boca Raton, Florida. Inside this massive,
state of the art, public entertainment facility
lies the track. On it, you will be forced to
prove your worth in a society whose main source
of entertainment is the perpetuation of your
extermination. In short you are already dead.
Play as one of four characters pit against each
other in state funded blood sport, where every
wave of the checkered flag could mean an early
retirement for you.Better make sure that
decrepit old foot of yours still has some lead in
it there pappy, cause believe me your ass is
gonna need it out there in the Drome. Not like
youll remember this, but survive the race and
finish first and Government Z will allow you to
live for a whole nother year and you might even
get that license renewed too. Now get out there
you old bastard, and show the world why you still
deserve to live!
11Story Boards
12Story Boards
13Story Boards
14Controls
- The default controls will be the keyboard
- Keyboard
- Movement key
- Movement Key
- Fire Left Mouse Button
- Alternate Fire Right Mouse Button
- Move Forward (Accelerate) Up Arrow (or W)
- Move Backward (Reverse) Down Arrow (or S)
- Steer Left Left Arrow (or A)
- Steer Right Right Arrow (or D)
- Next Weapon Mouse wheel Down or Number Pad
Plus() - Previous Weapon Mouse wheel Up r Number Pad
Minus (-) - Switch to Last Weapon B
- Switch to Best Weapon G
- Change Perceptive F4
15Level Summary
- Will be a futuristic looking death arena
- Areas of the map be advantageous or
disadvantageous to certain vehicle types
16Initial Level Design
17Artificial Intelligence
- Most vehicles will have behaviors takings
advantage of the strengths or weaknesses of the
vehicle - Will build upon default AI for each unreal
vehicle that our vehicles are based on - AI will follow the paths set up within the level
- For player detection, will use the default UT2004
code - Motion will use the standard unreal methods for
vehicles animation - The three vehicles other than what the user
chooses default to AI
18Artificial Intelligence Cont.
- Specific level puzzles will probably not be
implemented due to the vehicle combat focus of
the game - The map itself will be modeled to have traps or
disadvantageous areas for certain vehicle types - Special actions by vehicles will be the
interesting physics of each unique weapon
19Game Progression
- User selects the game mod in order to play
- User selects player/vehicles from menu
- A short game intro and story screen will be
displayed for the user before entering the game - User battle AI vehicles not chosen until the
Deathmatch game goal is reached - Game restarts until player chooses to quit
20Flowchart
21Data Dictionary
- All data described here are specific unreal class
.uc files for each area of the game but can also
include the map file as well as the texture,
animation/mesh, and sound files - HUD head up display class
- Game Type modified Deathmatch, forces players
into vehicles, and spawning and respawning
functionality
22Data Dictionary Cont.
- Segway vehicle type
- Trent Cheznor segway character
- Power chair vehicle type
- Big Grampy Cane power chair character
- Rascal scooter vehicle type
- Nano Nana rascal character
- Iron Lung vehicle type
- Dolph Lunggrim iron lung character
23Data Dictionary Cont.
- Weapon pawns and projectiles are all included
under each vehicle .uc file
24Vehicles
Segway Driver Trent Cheznoir Speed 100/100
Armor 40/100 Weapon Power 60/100 Special
Fast Negative Low Health
25Vehicles
Rascal Driver Nano Nana Speed 70/100 Armor
60/100 Weapon Power 70/100 Special Medium
speed, powerful cat launcher attack Negative Not
the best at anything
26Vehicles
Negative Slower
27Vehicles
Negative slowest, cant move while firing
Concept Model not finalized
28Test Plan Strategy/Cases
- Test if HUD works with gametype, vehicles
- Test if character is situated right within
vehicle - Test hit boxes of vehicles
- Test physics of each vehicle
- Perfecting one vehicle will make implementing the
rest faster - Test game installer, ease of use
- Check if game ends appropriately for each vehicle
when deathmatch goal is met - Make sure that weapons with each vehicle aim and
move appropriately
29Test Plans Cont.
- Schedule
- Week of 4/1 Finalize Beta, have all game
components made, not finalized - Week of 4/8 Finalize most of game components
with final art and in game - Week of 4/15 Begin testing, tweak physics,
balance game play - Week of 4/22 Finish testing, finalize game