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CPSC 4160/6160: Milestone 1 Presentation�

Nicholas Giaimo

CPSC 4160

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Game description

Name title:

Temple of Ruin

Genre:

Temple of Ruin is a 2D single-screen platformer.

When the player beats a single screen, they will move on to the next one.

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Game description

Game Objectives:

Mang has to reach the end of the narrow levels in order to escape!�

Raise your score by destroying obstacles and enemies

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Game description

Game Objectives:

Levels are narrow and filled with obstacles that move back and forth, up and down, or rotate about a center point.

Running into walls/floors means instant death.

To destroy enemies/obstacles, Mang has a short-range attack where he opens his jaw and chomps at something nearby in the direction he’s facing.

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Game information

Skill rating: 7+ year-olds.

The required skill to enjoy this game.

Anyone can play, though it will be challenging to avoid hitting walls. The audience should be dexterous!

Audience: 7 years old and older

Players who like tough platformers

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Game references

Lunar Lander

Campanella From UFO 50

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Mossy stone, leaves

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Entities – Player character

  1. Main character
    1. He flies around and chomps things
    2. Flying Moyai head with big ol’ thruster
    3. Angle left and right, then thrust to move
    4. Move the character by using the left and right arrow keys to adjust angle (to a certain degree) and a thrust button to move the character in a given direction.
      • Use chomp button for short-range attack

probably will be pixel art (im not an artist and whipped this up in like 2 mins)

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Entities - Enemies

  1. Enemy
    1. Snake, jumps up and down with given timing
      • Will coil, then do a small jump followed by a larger jump
    2. just a normal snake, coiled up
    3. Can chomp the snake

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Entities - Items

  1. Entities
    1. Moves up and down or left/right
    2. Looks like normal stone block (no moss) with bright energy flowing through it
    3. If hit by it, you die. Can chomp it, takes 2 chomps

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Entities – Non-Player Characters

  1. Entity
    1. Fire spinner
    2. looks like the one from mario
    3. Can break center block, but not outer fire. takes 4 chomps to break, so very risky

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Game mechanics

  • Platforming: The core gameplay of "Temple of Ruin" revolves around platforming, where players control Mang as they traverse various one-screen levels filled with moving obstacles, enemies, and narrow paths

  • Run and Jump: Players can make Mang angle left and right and thrust to navigate the game world. Holding the "Z" key allows for thrusting, the left and right keys to adjust angle, and “X” to chomp in front of him

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Game mechanics

  • Enemies: There are many enemies and obstacles: jumping snakes, moving blocks, fire bars

  • Stone Gate: Each level has a stone gate that the player must touch to go to the next level.

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Player’s mechanics

The mechanics of Mang involve

  • Flying
  • Chomping
  • Drifting left and right

Will be faster movement than lunar lander (e.g. faster to turn around, less momentum)

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Modules

  1. The angle of Mang will be controlled by the player. pre-set angles left and right will be set to make it quicker to adjust and also so that the player doesn’t go fully horizontal and crash. Thrust key will control height and forward-backward momentum.
    1. Are you planning to use a fancy algorithm to control the character’s speed?
      1. Not fancy just acceleration and capped velocity
  2. Effects will move linearly
  3. Collision detection should just check if player’s rect collides with an entity’s rect / mask for more complicated entities

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Software architecture

Entities are going to be controlled in accordance with their design. for moving blocks/snakes, they will be on a timer then a method will be called for them to take their action

GameLoop

Player

Level

Entity

Firebar

Snake

Moving Block

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Timeline

  1. How are you planning to develop this game?
    • Week of Oct 21 - Build classes/ game organization
      • try and source/create some sprites
    • Week of Oct 28 - Build barebones player movement and test screen, as well as barebones entities
    • week of Nov 4 - Build first level and polish an enemy type
    • Week of Nov 11 - Build second level and polish another enemy type
    • Week of Nov 18 - Build more levels
    • Week of Dec 4 - Add coat of polish. Fix any bugs
  2. You should try to answer these questions:
    • What modules are going to be a priority?
      • Player movement/entities
    • What module will be difficult to achieve?
      • Building levels
    • What modules will be developed first.
      • Player movement