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CPSC 6170: Milestone 1 (Final) Presentation�

Max Marzec

CPSC 6170

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Game description

Name title: Style over Substance

Genre: 3D action game

This genre involves navigating a character through complex three-dimensional environments with a focus on player expression.

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Game description

Objectives:

  1. Complete Levels: The main objective is to complete various levels as fast as possible by reaching the goal.
  2. Perform tricks: The player is scored based on tricks performed throughout the level.

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Game information

Skill rating: experienced gamers

Audience:

Rated T for Teens (fantasy violence / blood)

Intended audience is fans of action games (Devil May Cry / Bayonetta), and extreme sports (Tony Hawk / SSX). This audience tends to be males in 16-30 range.

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Entities – Player character

Main character

      • Survivor of the apocalypse
      • Invented the “swordboard”, a weapon/vehicle hybrid for fending off threats while traveling.
      • Sword with an rocket thruster that is ridden like a snowboard (without any snow).

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General mechanics

  • The game is in 3rd Person
  • The player has health. If player health is zero they must try again.
  • Game is a 3D environment where the player moves through a level with obstacles and enemies. There may be multiple paths.
  • The environment is set in a post apocalyptic city. There may be some environmental hazards (such as substance). The environment is not flat but has many twists and turns for the player to speed through.

refrence images

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Traversal mechanics

  • The player rides on the “swordboard” and accelerates to high speed using the thruster on the back.
  • When jumping the player maintains momentum and can orient themselves in any direction (up, down, sideways) and use the thruster to move that way.

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Traversal mechanics

  • Player needs to land properly (like in snowboard games). Failing to land properly causes damage and a recovering animation. Damage can be lethal even at full health.

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Technical description

Assets:

  • 3D models for the player and environment.
  • Animations for combat and movement for player

User Interface / Game States:

  • UI shows health, and score during gameplay.
  • When the level is completed the player is shown their score.

Effects:

  • Effects for various actions like sparks, rocket thrust, blood/substance from enemies

Physics:

  • Standard kinematic physics model with low friction and somewhat strong gravity.

Collision Detection:

  • Player has a ground and air state. In ground state the character object orients to the surface automatically. In air state the character object is oriented by the player manually.
  • When player collides with a surface in air state the game will check what part was hit (either the human or swordboard) and react accordingly.

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Software architecture

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Timeline

Week 1-3: Implementing player

  • Player is the most complex module and will take the most time to implement.

Week 2: Asset creation/importing

  • Will probably make some assets manually (like the swordboard).

Week 2-4: Implementing enemies

  • Enemies are easier to implement and have more basic abilities and AI

Week 4: Level Design

  • Model and design the world