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Rebellion

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Set in an undisclosed location during the Middle Ages. Player initially ... Ultimate goal of the adventure does not become clear until deep ... puzzles ... – PowerPoint PPT presentation

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Title: Rebellion


1
Rebellion
  • By Chris Carr

2
What kind of game is it?
  • Role Playing Game
  • Two different situations
  • Normal
  • Elaborate menu system
  • Player wanders between different locations and
    interacts with other characters.
  • Battle
  • Galaxian style shooting game.

3
Game Overview
  • Set in an undisclosed location during the Middle
    Ages
  • Player initially chooses 1 of 3 characters
  • High-ranking knight
  • Young countess
  • Yeoman mercenary

4
Game Overview 2
  • Ultimate goal of the adventure does not become
    clear until deep progress has been made.
  • Each character will have an initial driving goal
    that compels him into involvement.
  • The knight discovers a plot to assassinate the
    king and frame him for the crime.
  • The countess is sent away from home when her
    family is threatened by a new, rising power.
  • The yeomen is traveling south to escape the
    winter and to find work when he discovers an army
    camp.

5
Game Overview 3
  • Basic elements of the menu system
  • Areas or environments
  • Money and health meters
  • Attributes such as strength, speed, accuracy,
    etc.
  • Purpose
  • Navigate between the environments until a
    character knows how to gain access to this boss
    and is ready to fight that boss.

6
Game Design
  • Sprites
  • Three main protagonists
  • Sword, knife, arrow, and other weapons
  • Enemies and their weapons
  • Townspeople, peasants, other characters
  • Bosses
  • Items (money, food, power ups, etc.)
  • Scenery and background

7
Game Design 2
  • Trackers will be attached to all sprites except
    the background sprites
  • Collisions
  • Two mutually benevolent characters
  • Dialogue occurs
  • Characters interact until a resolution occurs
  • Enemy
  • Shootout!
  • Sometimes enemies are disguised as benevolents

8
Game Design 3
  • Collisions continued
  • If a character collides with an enemy weapon or
    projectile, a certain number of points is
    subtracted from that characters health.
  • If health is too low and reaches zero the game
    will restart from the beginning.
  • If a character collides with money or food
    (health), more points are added to those
    statistics.

9
Game Design 4
  • No direct system of points
  • Player must complete the game to win.
  • Battles get harder and harder as a player
    progresses through the game
  • Players levels increase
  • Indication of how strong the player is
  • Based on attribute scores

10
Game Design 5
  • Splash screens
  • Announce special occurrences in the game
  • Game starts
  • When the game switches modes (player enters of
    exits a battle)
  • When a player leaves a certain environment and
    enters another
  • The player dies

11
Game Design 6
  • How will the game end?
  • Long complex narrative concludes each characters
    story
  • Each character winds up in a different place
    based on decisions made throughout the course of
    the game.

12
Basic Game
  • Normal Mode
  • Menu system will be elaborate decision tree.
  • Potential problem of player getting stuck in a
    loop and being forced to restart the game
  • Player will gain information about correct
    answers to give, where to go, the storyline, etc.
    through interacting with other characters.
  • Bonus mini-games
  • Riddles, trivia, word puzzles
  • Players will choose the correct answer from a
    menu or input a number or word into a double
    field
  • Receive money, food, or other attribute
    enhancements
  • Avoid a battle or another tough situation

13
Basic Game 2
  • Example of gameplay in normal mode
  • Character enters an area and is given the choice
    to talk to people, go to the store, go to the
    tavern, rest, or exit.
  • The character chooses talk to people and
    another menu comes up asking him if he wants to
    talk to a squire, a priest, a peasant farmer and
    his wife, a woman with a dog, or a child playing
    by the well.
  • The character chooses squire and a menu appears
    with a few introductory phrases designed to
    initiate a conversation. The character says
    Good morning. Is it always this fair in these
    parts?, to which the squire responds, No, it
    used to be, but lately thieves have been
    wandering the outskirts of this town to the east,
    making it unsafe for travelers to pass.
  • A new menu comes up asking the character what he
    wants to do now. He may choose to power up so
    that he can more easily handle the thieves by
    buying more powerful armor and weapons at the
    store, or he may simply choose to go west on his
    next travel and avoid the thieves.

14
Basic Game 3
  • Example of item exchange in normal mode.
  • A character goes to the store and is asked
    whether he wants to make an exchange, talk, or
    exit.
  • If he chooses to talk, interaction progresses the
    same as in the previous example.
  • If he wants to make an exchange, a GUI appears
    with fields that he can enter how much of each
    item he wants to buy and sell, how much money
    each transaction is worth and what kinds of
    enhancements it will give him.
  • The character then inputs numbers based upon what
    he wants to purchase and his own preferences.

15
Basic Game 4
  • Battle mode
  • Top-down perspective
  • Player at bottom of screen, enem(y/ies) at top
  • System of equations keeps track of health,
    wealth, attributes, etc. and adjusts each time
    there is a collision.
  • E.g. if a player is hit with a projectile, a
    number is subtracted from the players health
    based on how strong the player is. The stronger
    the player, the lower the number
  • Likewise, if a player is strong, his or her
    attacks will inflict more damage.
  • Whenever any sprites health reaches zero, the
    sprite is dead and disappears from the screen.
    The game returns to normal mode after all enemy
    sprites have been defeated.

16
Basic Game 5
  • Each character has different strengths and
    weaknesses that can be gauged based on the number
    assigned to each attribute.
  • Battle scenes get harder as a character
    progresses up until the final boss battle.
  • Example
  • The knights attacks are powerful and he has a
    shield but he must be close for attacks to be
    effective as his weapon is a sword.
  • The countess is quick and throws knives but her
    health and power is lower to start than the other
    characters.
  • The yeomans shoots arrows, can keep his
    distance, and is extremely accurate but is slow
    to get out of the way of attacks.

17
Possible Enhancements
  • Enhancements for this game will mostly consist of
    building upon and improving the main structure.
  • Secrets
  • More complex riddles and mini-games for the menu
    system
  • More sprites for the protagonists to interact
    with
  • Add additional attributes that impact the results
    of battles
  • More creative ways to make money
  • Adding length to the game
  • More artistic splash screens and sprites
  • Allowing the player to use both the keyboard and
    mouse to play
  • Letting the player save the game mid-progress
  • Add midi soundtrack

18
Timeline
  • Design of videogame classes, methods, and state
  • March 22 April 3
  • Implementation of basic game
  • April 4 April 13
  • Testing/Debugging
  • April 14 April 18
  • Documentation
  • April 19 April 21
  • Enhancements
  • April 22 April 27
  • RELEASE BY APRIL 27!
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