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Presented by group 7

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Members

NoPainNoGame

Chen Zhijie(陈治杰) from SCU

Gao Junxiang(高俊翔) from SCU

Zhou Shiyao(周士尧) from HUST

Li Haining(李海宁) from UNNC

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Contents

1. Spirit of the Game

2. Game Elements

3. Visual Appearance

4. Digital Prototypes Plan

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1. Spirit of the Game

As a memory-lost android(仿生人), battle hostile machines and unravel the truth behind your forgotten past. Defeat your creator in a final showdown to reclaim your identity.

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2. Game Elements

Main Characters:

Protagonist: A warrior dedicated to fighting against the hegemony(霸权) of androids, who himself is an android that has lost his memory.

Scientist: The protagonist's father, dedicated to researching memory, hoping to resurrect his son by transplanting memories.

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2. Game Elements

Gameplay mechanism:

Use the design of 'zapping system', this mechanism first appeared in Resident Evil 2 (1998). When you finish the protagonist-line, there is another scientist-line, so that the player can understand the story better

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2. Game Elements

Items:1. Parts

  • Dropped by defeated android enemies.
  • Accumulating a certain number allows the protagonist to level up.

2. Blue Health Pack

  • Restores the protagonist's HP when consumed.

3. Access Card

  • Unlocks specific entrances and passages.

4. Story-Related Items

  • Photos: Advance the plot by revealing narrative clues.
  • Memory Shards: Uncover the protagonist's lost memories, deepening the story.
  • ...

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2. Game Elements

Control:

1. Basic Movement: WASD

2. Basic Attack: Left Mouse Click (Direction)

3. Rolling: Right Mouse Click

4. Activate Skills: Whitespace

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2. Game Elements

Mechanics:

Advanced:

  • Rolling: A dodge mechanic for evading attacks.
  • Time-Slowing: Inspired by ‘Ghostrunner’.

Collision Detection:

  • Enemy Attacks: Contact with enemies or projectiles reduces player health.
  • Environment Hazards: Contact with hazardous terrain inflicts damage.
  • Interactive Props: Colliding with items triggers collection or interaction.

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2. Game Elements

Objective:

Victory: Defeat the final boss (Scientist)

Defeat: HP = 0

Upgrade: Defeat a specific enemy to get energy or props to upgrade

Credits: number of kills/time you use->final grades (replayablity)

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3. Visual Presentation

UI:

Minimap:

Positioned at the top-right corner of the screen.

Mark the locations of the player, enemies, and interactive props within the explored area.

Health Bar:

Located at the top of the screen.

Display the player's HP in real time.

Skill Cooldown:

Shown below the health bar.

Indicating the cooldown progress of the player's skills.

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3. Visual Presentation

Art style: Pixel Art

Similar to these:

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3. Visual Presentation

Game screen (draft):

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4. Digital prototypes plan

Including:

Behavior System: Basic Control System, with hero controlled by keyboard and enemy controlled by AI.

Enemy AI: Gather information from sight(position of hero, obstacle, etc.) and send commands to enemy's behavior system.

Skill System: When skill is triggered, everything should slow down. 

Interaction System: Show the effect of the hero and enemies being hit or colliding with obstacles.

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4. Digital prototypes plan

Difficulties:

Implementing time-slowing effects with cooldown feedback was challenging due to animation frame-sync issues.

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Presented by group 7