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Project Objectives: Rogue-Like Games Inspired Game Features

The document provides a project plan for a rogue-like video game called RGL. It outlines three key project objectives: 1) Various random locations and mazes for each level, 2) A grid-based and turn-based system where characters move on tiles, and 3) Hack and slash gameplay where the player defeats monsters. It then describes the methods for achieving each objective and dividing work tasks among team members.

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Lior Karmeinski
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0% found this document useful (0 votes)
47 views32 pages

Project Objectives: Rogue-Like Games Inspired Game Features

The document provides a project plan for a rogue-like video game called RGL. It outlines three key project objectives: 1) Various random locations and mazes for each level, 2) A grid-based and turn-based system where characters move on tiles, and 3) Hack and slash gameplay where the player defeats monsters. It then describes the methods for achieving each objective and dividing work tasks among team members.

Uploaded by

Lior Karmeinski
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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PROJECT PLAN

TEAM NAME RGL


AUTHOR Hadiah 康隽秀

PROJECT OBJECTIVES
Rogue-like games inspired game features:

1) Various random locations:


For every level there will be a completely different and unrelated game location for the main character to walk through. The locations will
vary so much that for example, if level 1 is taking place in a pyramid then level 2 will be in a forest . However, every location will have one
thing in common. There will be a maze for the main character to walk through and defeat the enemies.

Method for success: we will dedicate a group of 3 designers to focus on creating and designing new locations for the video game. Each
draft design will be checked and discussed as a group to make sure aspects such as but not limited to, spacing within the walls of each and
every maze in every location, enough space for characters to walk through, whether or not the design of the maze is functional or not,
details on the maze to suit the location.

**Note: “the details on the maze to suit the location” refers to the face that if the location is a forest then the maze should be surrounded by
trees and the maze walls should be covered with leaves thus the walls will most likely be green. However, if the location is inside a
pyramid then the surroundings and the maze wall would be yellowish color with sand blocks to mimic the inside of a pyramid.

2) Grid Based and turn based:


The locations must exist on a uniform grid of tiles, similar to a D&D game board, with players and monsters each taking up one tile. The
game is also not time-sensitive, and each in-game command corresponds to a single action or movement.

Image 1:

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Method for success: Thus programmers and designers will be focusing heavily on making sure that the characters respawn on a single grid
every time the characters lose their lives. The characters will also be moving according to the tiles. The main concern here should be to
make sure the code works so the team will focus heavily on debugging once the most of the programming has been completed.  Image 1
can be used as reference for what we are aiming for while designing the maze. We will consider every section of the maze in blocks or
squares to make the whole designing process efficient.

3) Hack and slash:


The game will have the “player vs the world” idea as the main character must be able to defeat all the monsters or enemies in the game to
proceed forward and win the game. The requirement of the player to learn specific tactics to progress. There will also be in-game monsters
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operating with mechanics that are similar to those of the player.

Method for success: Different monsters or enemies will be designed just to make sure we have a wide range of enemies to display
throughout the game. Moreover, the difficult level of the game should be increased based on the enemy’s movements(which will be more
complicated as levels increase.). We must make sure all the enemies and monsters are the same size and proportionate to one another for
aesthetic purposes. Moreover, the programming team will ensure that the movements of the monster and placement are accurate and are
able to help the game function properly.

User/Player’s perspective:
1) Every level should have a maze such as the one in Image 1, that appears from a bird’s eye view for the user so that the entire maze
is viewable and the main character can move around freely.

Image 2:

2) The user is expected to have access to a menu screen so that they can easily pause or resume the video game such as the one in
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image 3:

This is quite self explanatory however, allow me to specify what elements we will be including and what we won’t be including. So for the menu,
we will definitely have “Quit”, “Resume”, “pause” and “sound off/on” however I doubt we will have settings because we deem it unnecessary for
the game that we are aiming to create.

Method for success: Designers will be making several drafts to achieve the perfect aesthetic for the game while programmers will heavily focus on
making each and every block clickable and interactive so that the menu works perfectly.
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WORK DIVISION

DURATION
ACTIVITY/ TASK NAME ASSIGNED TO TASK STATUS
CHANGES
No changes.
- Complete coding another maze + one Junhee. Kim 金俊 Perfectly
1 week COMPLETED
希 executed.
of the key enemies, the ogre
No changes.
- Compile logs for week 4
Noorah 诺拉 3 days COMPLETED

Was done
perfectly on the
first go so no
Reinis 布(DESIGN
- UI/UX designs 5 days COMPLETED changes were
LEADER)
made. The
designs were
finalized.
So far, we had to
resize the
- Create animations for the main Anna(Designer) 颜
pathways as they
诺 & Hadiah 康隽 2 weeks Ongoing were too short in
character to be able to move around
秀(LEADER) terms of width for
the maze the characters to
move around.

No changes
- Do all written documents assigned on
applicable. 2
Lexue, compile personal logs and Hadiah 康隽秀 Throughout the entire written documents
Ongoing
(LEADER) project have already been
complete any sort of video or visual
submitted to lexue
that is required to be submitted and 3rd is this
current document.
Hadiah 康隽秀 First 4 weeks COMPLETED The “mummy”
- Character designs (LEADER) character has been
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modified to a
erasier design
with less but
thicker bandages.
The new mystic
Hadiah 康隽秀 forest location has
- Location designs First 4 weeks COMPLETED
(LEADER) been added this
week.
New roleplay
between the main
- Write role plays for the game Hadiah 康隽秀 character and an
First 4 weeks Ongoing
(LEADER) “investigator” has
characters
been drafted to
tell the story
No changes made.
It is simply the
- Write a script and instruction manual Hadiah 康隽秀
1st week COMPLETED “team leader
(LEADER)
for programmers to follow plan” submitted
on lexue.
No changes made
Hadiah 康隽秀 3rd to middle of 4th to the main
- Code the “main character” Ongoing
(LEADER) week character yet. Still
in progress.
The first location
Barry 何睿
has some new
- Code the maze for first location (CHINESE 2nd week COMPLETED
“Antique details”
LEADER)
to it now.
Barry 何睿 No changes yet.
- Code the “enemy” (CHINESE 3rd weej COMPLETED
LEADER)
Reinis 布(DESIGN No changes yet.
- Design team logo 2nd week COMPLETED
LEADER)
Reinis 布(DESIGN 3rd week COMPLETED The design for the
- Design locations for 2 and 3 level
nd rd
LEADER) forest location
now has white
trees instead of
green trees to
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enhance its
uniqueness.
Ivan 罗网(TECH No changes
- Lead the code for the maze 2nd week COMPLETED
LEADER)
No changes
- Lead the code for the “enemy” Ivan 罗网(TECH
3rd week Ongoing
characters LEADER)

Is the draft
- Write script and instruction manual version of the
Noorah 诺拉 1st week COMPLETED
“team leader
for programmers
plan”
Different template
was used this
- Compile personal logs for 3rd week Noorah 诺拉 3rd week COMPLETED
week to compile
the logs
New forest
- Design locations for the games Anna 颜诺 First 4 weeks Ongoing location added.
No changes.
- Design main character for the game Anna 颜诺 First week Completed
New decorations
such as weed and
- Start coding detailed decorations for
Anna 颜诺 First 4 weeks Ongoing ancient looking
the locations in the game wall bricks have
been added
Decorations are
being coded into
the first location’s
- Code the maze for the first location Derrick 吴岂彰 1st week Compeleted
maze. The path
ways are also
being widened.
No new changes.
- Code the “Enemy” character for the
Derrick 吴岂彰 3rd week Ongoing
1 level
st

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Junhee. Kim 金俊 New maze paths
- Code Maze 1- 2nd week Completed for new locations

Junhee. Kim 金俊 No new changes
- Code details for the Maze locations 希(programmer/test 3rd week Ongoing
er)
N/A
- Code locations for the game Iveel 博文 1st to 2nd week Failed to complete

PROJECT LOGS
Task Completed + Visuals of the task Summary
Completion time

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Issues: Two programmers were using SDL while two
Code for “Mummy” others were using easyX. You cannot combine work
and the second maze done on two different softwares.
for the second
location Solution: Since SDL is more difficult to use than
EasyX, all programmers moved and changed their
Time: Day 6(of 3rd code to start using EasyX. Now the game is being
week) made using EasyX.

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RGL GROUP
location protoype Issues: The mazes didn’t have pathways that were
wide enough
Time: Day 5(of 3rd
week) Solutions: We redrew all of them to have wider
pathways. For next time, we will make sure all the
pathways for all mazes follow a 4 cm rule.

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RGL GROUP
Menu prototype Issues: Initially we couldn’t find a suitable theme for
the menu page because it was either too modern or too
Time: Day 5(of 3rd “over the top”.
week)
Solution: We went for a more antique approach and
we also decided to only have a handful of menu
options so that the UI is more simplified and
interactive.

RGL GROUP
Code for the “ogre”: Issues: Two programmers apparently had exams last
week and were very stressed and said they couldn’t
Time: Day 5(of 3rd meet the deadline for the code.
week)
Solution: Other two programmers took more work for
this week to balance it out and next week the two
programmers who had exam will do more work than
they did this week to make it even. For next time, we
will ask team members beforehand about their
schedules so that this kind of issue does not arise in
the middle of the week.

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Team meeting: Issues: None

Time: Day 2(of 3rd


week)

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Project logs Issues: None

RGL GROUP
RGL Requirements Specification
Document

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Revisions

Version Primary Date Completed


Author(s)
Final Hadiah 康隽 05/03/23
Draft 秀

Contents

1. Introduction.............................................................................................................................3
2. General Description................................................................................................................3
3. Functional Requirements.......................................................................................................4
4. Interface Requirements..........................................................................................................5
4.1 User Interfaces......................................................................................................................5
5. Other non-functional attributes.............................................................................................6
6.1 Security.................................................................................................................................6
6.2 Device Compatibility…………………………………………………………………….6
6.3 Reliability..........................................................................................................................6
6.7 Reusability............................................................................................................................6
7. Use Case Models
8.1 Use Case Model...................................................................................................................8

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1. INTRODUCTION
1.1 Introduction
The purpose of this document is to define and describe the requirements of the project and to spell out
the video game’s functionality and its possible constraints.

1.2 Scope of this Document


The intended customer and the user for the video game would include people of any ages who are
interested in playing this rogue-like game. Our constraints for the final product(video game) includes
our deadline at the end of this 6 week long project.

1.3 Overview
The final video game at the end of this 6-week long project is a rogue-like game with numerous
locations and an increasing difficulty level. There will be several themes involved as each location will
have its own unique theme for the video game.

1.4 Business Context


Since it is just a video game done as a project it is simply being created for educational purposes.
2. GENERAL DESCRIPTION
2.1 Product Functions
The final video game should be functional and engaging. To be specific, the user should be able to play the
game comfortably and move up through the levels. The user must also be able to upgrade the main character
through different perks in the video game.

2.3 User Characteristics


The users are the people who are playing the game. For this game, the user is required to know the basic
instructions(which will be incorporated in the game to guide the user.) of the game. The user can find
most of the needed instructions based on the menu screen. Most of the options to click on are very self-
explanatory.

2.4 User Problem Statement


The user will only have access to 3 levels of the game. There are no more than 3 levels due to time
constraints however, if time allows the game may have a Boss level after level 3.

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3. FUNCTIONAL REQUIREMENTS

3.1. Perks

1. There will be very specific perks in the game. This includes, diamonds or gold coins for the user to collect so

that he/she can upgrade the character’s weapons to easily defeat more enemies to win the game.

2. No wifi will be required for the user to be able to upgrade his/her main character’s weapons. Therefore, the

game will have no additional updates(weekly or monthly) it will remain just the way it was downloaded into the

device.

3.2 The User’s progress within the game will be saved.

1. Progress will be saved to the device and will use up a specific amount of the operating device’s space.

3.3 The game must allow the user to progress through levels as long as the user is able to complete the
objective of each level.
1. The general objective of every level is the same. Defeat the “enemy” to collect the important “item” to move
to the next level.
2. Each level will have a higher level of difficulty than the previous level. The user must overcome the level of
difficulty to proceed forward.

3. The enemy will be in the same maze as the user for every location as shown in the image below. The enemy
will pace back and forth and will fight the main character. If the main character beats the enemy it will proceed
to the next level, if not then it will have to restart the game.

3.4 The location must change for every level.

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1. The locations will always have a maze for the “main character” to move through to defeat the

“enemy” and complete the overall objective of the game. However, the maze will be in a different

location each time. E.g., Tombs or forests.

4. INTERFACE REQUIREMENTS

4.1. USER INTERFACE

- Vibrant and colorful.

1. All elements will be colorful and distinguishable. Nothing will be black and white. The elements that we are
referring to mainly include:

 Buttons
 Mazes
 Locations
 Characters

- There will be option to pick your name and your gender(from user’s perspective).

1. The gender will have two options. Male or female, also known as, the traditional genders. We will not add
any other genders.

2. The user will be able to type in their name however they want.

3. Only one user can be registered to a game installed in a device.

- “Start”, “quit” and menu options will be available to the user at all times.
1. If the user ends the game in the middle of their playtime then the game progress during the playtime that they
decided to quit will be lost and the user must restart that level. The menu screen will be as it shows in the
image below:

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-There will be a theme song played at all times during the video game and it can be turned on or off
through menu options.

1. Role plays between characters will be included between levels as the user progresses through the
levels. The roleplays between the characters will express the story/plot that the game is based on.
1. The roleplay will always have the main character talking to another character to express the story that
the game is based on.

5. OTHER NON-FUNCTIONAL ATTRIBUTES


.
5.1 SECURITY

The game won’t require any passwords or ask for any sensitive information so it wont have much focus on the
security aspect as it is unnecessary and user progress is typically saved(automatically) on to the device of the
user.

5.2 DEVICE COMPATIBILITY

This system will be compatible with windows and mac, and will be designed with more than one computer in
mind.
5.3 RELIABILITY

Reliability is one of the key attributes of the game. Back-ups of the progress will be made regularly so that
restoration with minimal data loss is possible in the event of unforeseen events. The game will also be
thoroughly tested by all team members to ensure reliability.
5.7 REUSABILITY

The game will be designed so that the user is able to repeatedly play the game as many times as they wish. If the
user wishes to delete their previous progress they can just delete their current user registration and register as a
new user on to the ga,e.

6. PRELIMINARY USE CASE MODELS AND SEQUENCE DIAGRAMS

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This section presents a list of the fundamental sequence diagrams and use cases that satisfy the system’s
requirements. The purpose is to provide an alternative, "structural" view of the requirements stated above and
how they might be satisfied in the system.

6.1 USE CASE MODEL

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Grade report 1
Written by leaders: Hadiah 康隽秀(International student) & Barry
何睿玺(Chinese student)

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Student Grade Justification Evidence
ID -
Name 

金俊希 100/100= Amazing job


(Junhee. A this week. He
Kim) took over a lot
of the
programming
work that the
other
programmers
were unable to
do due to their
exams. He
managed to
code a second
maze as well as
an “enemy”.

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康隽秀 90/100 = B As seen in the
Hadiah(Te evidence, I
am leader)  collaboratively
designed the
locations
completed all
the written
documents that
were required
to submit to
lexue.
However, I am
taking marks
away from
myself because
we didn’t get
90 up for the
last submission
for Project
requirements. I
will try to be a
better leader
next week.

0/100= F+ Did nothing None


博文 Iveel

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80/100 = As seen in the
娜瑟尔 B- evidence,
Noorah Noorah helped
Altaibi compile logs.
However, this
week’s work
from her was
much less
compared to
last week. So a
decrease in her
mark.

Derrick 吴 95/100= A Successfully


岂彰 coded the maze
for the first
location and is
already coding
an “enemy”
character.
Great coding
skills!

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Barry 何 100/100 = Successfully
睿玺 A coded the maze
for the first
location and is
already coding
an “enemy”
character.
Great coding
skills!

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布卡 100/100 He contributes
Reinis =A frequently and
Buka attends
meetings on
time but his
overall
contribution is
quite limited
compared to
some other
members on
the team.

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90/100 = As seen in the
颜诺 Anna A- evidence, Very
pleased with
Anna. She has
created maze
designs, main
character
designs and is
always trying
to help in one
way or another.

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Ivan 罗网 85/100= B This week he
wasn’t as
involved as last
week however
he did some
excellent
debugging at
the end of the
week which
really helped
put the code
together.

MEETING SUMMARIES

MEETING 1:
We discussed the roles that will be assigned to each and every person on the team. People told me their desired
positions and I chose roles for them which I then asked them about to make sure they were all comfortable with
whatever role they had. Next, we assigned assignments and discussed what the game will be like and how we
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will proceed to code. Overall, for next time, we want to check how everyone has progressed and what
weaknesses of members we need to adjust to the project to and make sure we achieve the intended purpose.

MEETING 2:

The first location code has been revised and programmers are already onto the “enemy” and the other locations.
Anna and the others are getting started with the designs for the other locations. Nothing is going wrong.
Everything is smooth. Progress is good but Iveel is falling behind so he will be catching up next week.
Objective achieved so far in all aspects.

MEETING 3:

Today was discussed what to code next and we decided that we would have to finish coding 2 enemies by the
end of this week and also we need 2 locations done as well. So that’s what the programmers are busy with. I
split them into pairs so that work is even. Next up, we have designers. I split the designers work based on
photoshopping skills and animation skills. Their main job this week will be to include more details and also
make wide pathways for characters. All in all, everything went smoothly so far so meeting 4 will be for updates
and to make sure we are ready for week 4.

MEETING 4:

It was a hectic week with all those bugs in the code! We had a long discussion about debugging and who would
help debug. The main issue was with the code of the enemy. The maze code was quite simple as all the
programmers got a hand of it. Next time, we need to assign one programmer just for debugging to make sure
everything goes smoothly. As for designers, it turns out one of them cannot animate very well so I will be in
charge of that as week need it done by the end of 4th week. Problem solved. Looking forward to meeting 5.

RGL GROUP

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