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Game Development

This document outlines the development of a game including: 1. Describing the game concept, target market of ages 13 and up, and genres like rapid roll games. 2. Detailing technical aspects like physics using Newtonian mechanics, character statistics that can be boosted, and scoring based on power-ups collected. 3. Providing a 14-week estimated schedule to complete tasks like finishing the design document, implementing graphics, sound, multiplayer, and testing.
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0% found this document useful (0 votes)
59 views7 pages

Game Development

This document outlines the development of a game including: 1. Describing the game concept, target market of ages 13 and up, and genres like rapid roll games. 2. Detailing technical aspects like physics using Newtonian mechanics, character statistics that can be boosted, and scoring based on power-ups collected. 3. Providing a 14-week estimated schedule to complete tasks like finishing the design document, implementing graphics, sound, multiplayer, and testing.
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOC, PDF, TXT or read online on Scribd
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GAME DEVELOPMENT

DOCUMENT OUTLINE

I. Game Concept

A. Introduction

B. Background

C. Description

D. Key Features

E. Genre

F. Platform

G. Concept Art (Optional)

II. Game Proposal

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

a. Experimental Features Sarmiento


b. Major Development Tasks

c. Risks Valbuena

d. Alternatives

e. Estimated Resources Villamor

f. Estimated Schedule

g. Additional Costs

Theprinting cost of the documents and also the transportation of each


member.other hardware cost such as mouse and keyboard.

h. Suggested Retail Price

i. Revenue Projection

j. Concept Art

III.Game Design

A. Game Mechanics

a. Core Game Play

b. Game Flow

c. Characters

d. Game Play Elements

e. Game Physics and Statistics

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 players can view the following statistics while in game:

1. The score that the player has gain while playing.


2. The total number of times the player has died.
3. The current Rank on the server, which is determined by some combination of the above 5
numbers.

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

C. Art and Video

a. Over-all Goals

b. 2D Art and Animation

1. GUI

2. Marketing and Packaging

3. Terrain

4. Game Play Elements


5. Special Effects

c. 3D Art and Animation

1. Cinematic

2. Video

D. Sound and Music

a. fOver-all Goals

b. Sound Effects

1. GUI

2. Special Effects

3. Characters

4. Game Play Elements

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. Asset Revelation Schedule

c. Level Design Seeds

IV. Game Back-ends and Deliverables


A. Database Design

B. Source Code

C. User’s Manual

AYAN NA UNG GAGAWIN NYU LAHT NG MG HIGLIGHT NA YELLLOW KE KORINA,


GREEN SAKIN, RED KE LARA, DARK GREEN KE JUBEL AYAN NA,…

Estimated Schedule

Week 1 Separate sections of Game Concept for team members to do.


Goals Finish Game Concept by end of the week.
Week 2 Separate sections of GDD for team members to work on.
Goals Have rough draft of GDD by end of the week.
Go over and revise sections of GDD.
Week 3
Start to plan TDD.
Goals
Have GDD finished at end of the week.
Week 4 Separate sections of TDD for team members to work on.
Goals Have TDD finished by the end of the week.
Finish Front End by the end of the week.
Start work on the Graphics Engine.
Week 5
Start work on the Input.
Goals
Have functional Map Editor by the end of the week.
Start work on the Collision and Physics Engine.
Have functional Graphics Engine.
Week 6 Have functional Physics.
Goals Have functional Input.
Start work on U.I.
Graphics Engine Finished.
Input Finished.
Week 7
Some Physics in the actual game engine.
Goals
Start work on Object Placement.
Start work on Special Effects.
U.I. In the game.
Collision functions finished.
Some of implemented Physics in game.
Week 8 Be able to see other player over network and send text messages.
Goals At least one Special Effect implemented.
Be able to place an Object in the game.
Start work on Scoring.
Start work on Menu system.
Week 9 Physics Engine Finished.
Goals Networking and Chat interface finished.
Object Placement functions finished.
Scoring functions finished.
Functional Menu.
Start work on A.I.
Most Special Effects implemented.
Special Effects finished.
Menu finished.
Week 10
Camera Movement finished.
Goals
Some A.I. Routines functional.
Start work on Sound and Music.
A.I. Finished.
Week 11 Sound and Music finished.
Goals Reach Alpha stage.
Have a good Thanksgiving Break.
Begin U.I. Testing. Any bugs fixed by end of week.
Week 12 Begin Physics and Collision testing. Any bugs fixed by end of week.
Goals Begin In-Game function testing. Any bugs fixed by end of week.
Begin Game Play testing. Any bugs fixed by end of week.
Week 13 All testing complete.
Goals Any bugs fixed.

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