Presented by group 7
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
Contents
1. Spirit of the Game
2. Game Elements
3. Visual Appearance
4. Digital Prototypes Plan
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.
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.
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
2. Game Elements
Items:�1. Parts
2. Blue Health Pack
3. Access Card
4. Story-Related Items
2. Game Elements
Control:
1. Basic Movement: WASD
2. Basic Attack: Left Mouse Click (Direction)
3. Rolling: Right Mouse Click
4. Activate Skills: Whitespace
2. Game Elements
Mechanics:
Advanced:
Collision Detection:
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)
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.�
3. Visual Presentation
Art style: Pixel Art
Similar to these:
3. Visual Presentation
Game screen (draft):
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.
4. Digital prototypes plan
Difficulties:
Implementing time-slowing effects with cooldown feedback was challenging due to animation frame-sync issues.
Presented by group 7