A Social Commentary on the Watering of Lawns - PowerPoint PPT Presentation

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A Social Commentary on the Watering of Lawns

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Title: A Social Commentary on the Watering of Lawns


1
A Social Commentary on the Watering of Lawns
  • by Brian Young
  • Mac Mason
  • Jason Arold

2
Overview
  • In our game, the player controls a Harvey Mudd
    groundskeeper. The player is presented with a
    patch of lawn to maintain, and must fend off
    students who destroy the lawn, as well as
    maintain the damaged grass with a watering can.
  • The game has elements of both a strategy as well
    as an action game. In addition to preventing
    students from entering the grass, the player
    must, to some extent, manage the lawn itself,
    replenishing where needed.

3
Player(s)
  • There is only one player in the current concept
    of the game. The player is represented by a
    depiction of a groundskeeper in charge of
    maintaining a section of lawn.

4
Entities
  • Currently, there are 2 entities aside from the
    player
  • The first is the lawn itself, which is immobile
    and passive. It takes damage when walked on by a
    student, and is replenished when the player
    waters damaged locations.
  • The second entity is the student, which moves
    slowly across the terrain and damages grass when
    the two collide. Student entities can be
    repelled by the groundskeeper (player) through
    physical collision. Students move in a straight
    line, and are repelled by the groundskeeper in
    the reverse direction.

5
Look and Feel
  • In the center of the screen is the players
    character as well as the section of lawn (s)he is
    to take care of. Students approach at random
    intervals and locations from all four sides (top,
    bottom, left, and right) traveling in a straight
    line. Graphics have not yet been designed,
    however they will be cartoonish and vibrant.

6
Interface
  • There will be a simple main menu that welcomes
    the player and initializes the game.
  • The environment will be presented from a top-down
    perspective.
  • The actions of the player will be handled through
    use of the arrow keys to move the player and the
    spacebar to water the lawn.

7
Start-Up
  • Each level is started with a fully green lawn and
    no visible students.
  • The player character starts in the middle of the
    screen.
  • As the game begins, students begin entering from
    the sides of the screen at an ever-increasing
    pace.
  • Each level provides the player with a larger lawn
    to maintain.

8
Objective
  • The objective is for the player to have as much
    living grass at the end of the level as
    possible.

9
Gameplay
  • A timer is visible in some portion of the screen
    throughout gameplay.
  • As students travel across the lawn, the lawn is
    damaged.
  • The player, at any point, can prevent this by
    colliding with a student to reverse the students
    direction.
  • Damaged grass is repaired by pressing the
    spacebar in the vicinity of the grass, which
    causes the player to emit a short stream of
    water.

10
Level Design
  • As the game progresses
  • The lawn size becomes larger.
  • The keeper is faced with more and faster
    students.
  • The player is introduced to different student
    types (such as a bicyclist that moves very
    quickly).
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