Game Development
Game Development
DOCUMENT OUTLINE
I. Game Concept
A. Introduction
B. Background
C. Description
D. Key Features
E. Genre
F. Platform
A. Market Analysis
a. Target Market
Our target market will be to players of ages 13 and up. The types of players that
will be attracted to this genre of game are those that like to play rapid roll game
where the player competes against many opponent and obstacles.
b. Top Performers
II. Our game will be launched in Facebook and anyone can play this especially to those
playing video games and if they have account in Facebook .This can be play by
single player.
III.
a.
b. Feature Comparison
B. Technical Analysis
c. Risks Valbuena
d. Alternatives
f. Estimated Schedule
g. Additional Costs
i. Revenue Projection
j. Concept Art
III.Game Design
A. Game Mechanics
b. Game Flow
c. Characters
II. Physics
All physics in the game are done using accurate Newtonian physics. Character will act
and move naturally causing the player to feel as though they are truly in a real environment.
Newtonian physics involving mass and acceleration on the players’ in a zero-friction
environment will be a big part of the game-play. The weapons will also have similar physics
applied to them to add complexity to setting up shots and taking out enemies.
Each object in the game will have the following physics-related data attached to it:
1. Orientation
2. Position
3. Mass
4. Center of Mass
5. Acceleration
6. Angular Acceleration
7. Velocity
Power-Ups do move, therefore they will need to bump with that object to get
additional points.
The character in the game start out with some statistics that can be boosted by Multi-prizes.
Weapon Strength – The higher your weapon strength, the more damage your shots deliver.
Damage will be reduced by the receiver’s armor.
Weapon Fire Rate – The rate at which the player’s main cannon(s) fire.
Weapon Spread – How many shots are fired at once and in which directions (Contra-style
spread shots, twin cannons firing straight ahead, one cannon firing straight ahead, etc).
Main Thrust – The amount of power in the primary thrusters that allow a character to move
forward and backward.
Top Speed – The maximum speed at which the character can move.
Scoring
Every player in eternal condemn has a bounty attached to him, which starts at 0. The bounty
increases by 1 when you or people on your team collect power-ups (a.k.a. multi-
prizes).
The player will be able to view his own stats as well as the stats of all other players on the server
at any point while playing.
a. Artificial intelligence
b. Multiplayer
B. User Interface
a. Flowchart
b. Functional Requirements
c. Mock-ups
d. GUI Objects
a. Over-all Goals
1. GUI
3. Terrain
1. Cinematic
2. Video
a. fOver-all Goals
b. Sound Effects
1. GUI
2. Special Effects
3. Characters
5. Terrain (Environment)
6. Motion
c. Music
1. Event Jingles
2. Shell Screen
3. Level Themes
4. Situations
5. Cinematic Soundtracks
E. Story
F. Level Requirements
a. Level Diagram
B. Source Code
C. User’s Manual
Estimated Schedule