This category may be a bit redundant but consists of a compilation
of other information into specific questions and answer as per project
specification. As the actual description of our game has fluidly
changed throughout the development process, this specification depends
heavily on my interpretation of our ideas and has a high probability of
changing.
1. Project Description
What kind of game are you planning to build?
Our
game will consist of robots fighting in an arena. They will have
a Primary Weapon (melee), Secondary Weapon (projectile) and a Special
Weapon which will combine to form a game flexible in its implementation
of physics and faster paced than a standard FPS. Because it takes
place in an arena, it is similar to the Street Fighter genre of game;
however, robots are controlled from either a first or third person
point of view.
What are the goals of the game, how do players win, how do they lose?
Players
win through the calculation of their win/loss ratio. Games will
be further developed into rounds which will either be specified with a
time limit or death count. The number of rounds won will be the
total score of a player.
What are the interesting or unique aspects to your game?
The
customizability of robots will, hopefully, be one of the unique aspects
of the game. In most fighting games (Street Fighter style),
players are forced to use the predefined attacks and weapons that come
with their character. In most FPS games, any character can use
any weapon. However, in our game, we wish to have the unique
aspects of both game types; individual robot models will have specific
attacks or benefits AND robots will have the flexibility to use most or
all of the weapons available.
One 'nice to have' feature we would
like is a form of currency/points which can be used between deaths to
purchase special weapons.
The fact that our game has the interactive
feel of an FPS combined with the fast paced action of a fighting game
should provide it with a lot of fun.
What are the list of features of your game?
| "Must Have" |
"Would Be Really Nice" |
"Cool But Only If Ahead Of Schedule" |
Particle system
Basic robot (1 robot)
Primary attack
Secondary attack
Basic attack
Basic map (no pit)
GUI (hp, armor?, weapon, ammo?)
3rd person chase cam
Time-based/frag count
Radar
Customizable parts
Collision detection
Multiplayer
Networking
Join game menu/interface |
Alternate ways to win
More robot models
Uber attack
Power ups
Switching/dropping weapons
Claw/hazards
Mobs/NPC => powerup
Customized M usic & sound (vs copying existing work)
Damage to specific parts
Intelligent cam
Different robot models
Upgradable parts
Shields |
Finishing moves
vehicles??
massively multiplayer
|
2. Group Management
What are the major roles in your group's management?
There
are no major management roles. All our decisions are made by
consensus. However, it appears that in these first couple weeks
there is a balance between the idealism of members working on other
roles and the person actually implementing the module. Although
everyone wants each of the other modules to be robust, we want each of
our parts to be as simple as possible. The balance shifts toward
the implementor; if you want something done a specific way, the only
way to ensure of that is to code it yourself.
How will decisions be made? By leader, consensus?
Consensus,
or vote if strongly split. This strategy seems to have worked
well when we originally picked a genre for our game.
How will you communicate? Email, meetings in the lab, discussion board?
E-mail,
meetings in the lab nearly every other day, discussion board, AIM,
phone. The best form of communication so far is face-to-face
meetings in the lab, especially because so far we have needed to make
many decisions that affect the actual look and play of the game.
I anticipate that AIM will become more and more useful as we focus more
on individual modules in pairs.
How will you know when you're off schedule, and how will you deal with schedule slips?
Based
on the goals we set weekly in our status reports, and the goals we set
in each meeting, it's easy to tell when we're off schedule. In
order to deal with the problem, we allocate more of our people to the
specific module and lessen the responsibilities of the person who is
behind schedule.
Who will produce the weekly group status reports?
Each
member is reponsible for posting their own status reports on the
webpage, in a sort of blog format. The group status report will
be written together as a group and one member will be selected to add
it to the webpage.
3. Project Development
What are the development roles and who will handle them?
Graphics/Art – Johnny, Long
Networking – Eddie, Grace
Physics – Jeff, Jenn
Input – Grace, Jenn
Audio – Eddie, Johnny
Web – Eddie, Everyone
Engine – Jeff, Johnny, Everyone
What tools will you use?
Visual Studio .NET
OpenGL
DirectX
Photoshop
OGRE
How will you do testing?
Everyone
will be responsible for testing their module. During integration,
everyone will help test whole project. Any large problems that
members deal with can be tackled with the help of any other member
familiar with the tools they are using.
How will you do documentation (both internal group documentation as well as external player documentation)?
Internal
documentation is the responsibility of the person working on the
module. As long as the code is written in a modular and logical
fashion, it should be enough that even if there are problems the member
who wrote the code will be able to explain the logical flow of the
files.
External documentation can be performed by any member (each
member will have access to modify the webpage). Status reports
and meeting minutes will be posted on the webpage.
4. Project Schedule

|