0xDEADBEEF PRESENTS UCSDOOM
PROJECT SPEC
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PROJECT SPEC |
INTRODUCTION VICTORY CONDITIONS ASPECTS BASIC WEAPON TYPES
See WEAPONS CHART for more in-depth information. Players pick up these
weapons simply by guiding their character over them. A player may only
carry three weapons at once in a character's inventory. Should a player
pick up two weapons of the same type, however, combinations can be formed.
While the final combination chart is yet to be determined, a fair example
of what to expect is as follows: should a player pick up a second rocket
launcher, the character will now have a larger rocket launcher. This resulting
weapon fires larger rockets which travel at lower speeds, but has significant
damage and blast radius upgrades over a single rocket launcher's payload. FEATURES-MUST HAVE For the time being,
players will be given the motor abilities of moving, strafing, and possibly
jumping (jumping is a function that sits somewhere between "must-have"
and "would-be-really-nice"). Finally, our level.
Our game is planned to have only one level in mind. This is so that the
level can be focused upon to be interesting, balanced, and fun. Initial
hopes are to incorporate structures in such a way so that combat will
be as vertically-oriented as it is horizontally. That is, the level will
be implemented in such a way as to make it just as likely that an opponent
will attack from above or below, as it is that the opponent will come
from the left or the right. This is to encourage players to look around
more actively at their surroundings. FEATURES-WOULD
BE REALLY NICE Randomized spawn points
for characters and weapons is another idea we would like to see realized.
The goal would be to prevent a character from spawning in front of another
character that is carrying superior weapons, or from having a weapon pop
up in someone's view. This feature should be in fact, invisible to the
players, and would prevent spawn-camping and (very hopefully) lucky weapon
spawns. A fourth special weapon is also under debate. The fourth weapon would most likely be classified as a melee weapon, meaning that it would involve a player positioning a character extremely near another. The fourth weapon could thus be very powerful, but perhaps require two slots instead of one. But to make it possible for the carrier to chase down a target, perhaps the carrier gains a boost to movement speed. There is also the matter of a player attaining a fortunate position and "camping" other players. Thus, we hope to implement a "god-like" player-indicator. For example, should a player attain a certain number of kills in a certain time frame, or from similiar positions, eventually an indicator will alert all other players to the god-like player's position. This will encourage players to move often and explore the level. In conjuction with the idea above, we would like to implement a system that will point the camera perspective of characters who have been in killed in the direction of the element that killed them. This way, players will not be frustrated by being killed from unknown variables. FEATURES-COOL BUT
ONLY IF AHEAD OF SCHEDULE Another idea is to
model the level after a futuristic, post-apocalyptic dystopian campus
of the University of California, San Diego. Perhaps even professors will
be the characters that players control. The second idea especially has
been done before (to politically distressing results), but should our
muse enlighten us, and if the game can be kept in focus of the goals stated
from the beginning, then they may be incorporated into our final product. There is also talk of an experience-based leveling system. Originally fabricated as a reward for attaining kills, this discussion also led to the possibility to having kills reward players with an increase in health. This would aid in preventing "cherry-picking," a situation where two characters in combat have decreased one another's health, providing an opportunity whereby a third player could enter the arena and gain an easy kill or even two. Speaking of arenas, one final idea is to have an area of the level, denoted as the "arena," have special properties. This would be an easily accessible portion of the map, perhaps acting as the quickest detour towards any destination, making it likely players will visit the area and run into other player characters. It would be interesting if physical properties in the arena could be made unique, such as having all movement travel at one-third normal speed.
Our group makes major design decisions by consensus. It is likely that lower-level decisions specific to a particular portion of the overall project will be decided by those team members responsible for that portion of the project. Our group meets in the lab at agreed times, and corresponds frequently through e-mail. We will also have a web forum set up on our project website. We have drawn up a milestone schedule and hope to abide by it. In the likely event that a milestone is not met as planned, we will deal with the situation individually. If other milestones are being met ahead of schedule, perhaps roles can be switched in such a way as to encourage extra effort towards getting the lost milestone back on track. Or, if the design can be altered to allow for a safe quick fix, that road may be taken depending on how much time remains before the date of the final presentation. As for weekly status reports, all group members will offer input, and the final draft will be assembled by Jonathan Wang.
It should be noted that as the networking will probably be completed by the fifth week, from there Caleb Crawford will switch over to work on the game engine, while Dave Elgroth will shift over to graphics and animation. Tools that will be employed include but are not limited to Microsoft Visual Studio.NET, Discreet 3D Studio MAX, and DirectX. Unit testing will be employed, a process in which a checklist of possible scenarios are listed and individually tested for working order. Documentation will include a change log, contributed by every group member, in addition to CVS commentary, forum announcements, and personal notes.
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