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CPSC 4170/6170: Milestone 1 Presentation�

Elise James

CPSC 4170

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Game description

Name title: Whisker Quest

Genre: 3D platformer

This genre involves navigating characters through three-dimensional environments, overcoming obstacles, defeating enemies, collecting hidden items, and reaching the goal within a given time.

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Game description

Whisker Quest Objectives:

1. Complete Levels: The main objective is to complete various levels by reaching the goal gate at the end of the level before the timer runs out.

2. Collect Diamonds: Diamonds are hidden around each level for optional collection by the player. In an extended version of the game, collecting all the diamonds in a level would unlock bonus levels.

3. Survive Enemies and Level Hazards: A variety of level hazards and enemies are found throughout the level that can do damage to the player. The player must avoid losing all their hearts and can do so by avoiding enemies and level hazards.

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Game information

Skill rating: Any skill level

Audience:

All ages as there is no content which could be seen as objectionable.

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Color Pallette

https://coolors.co/image-picker

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Game references

  • Super Mario 3D Land
  • Super Mario 3D World
  • Super Mario Galaxy
  • Super Mario 64
  • Super Mario Sunshine
  • Donkey Kong 64

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Entities – Player character

  1. Main character
    1. Behavior
      • Move, jump
    2. Looks
      • Grey or yellow cat
    3. Technically how you think you will manipulate this entity
      • The player character will move in the direction indicated by the user’s input by changing the X or Z coordinates. When the player jumps, the character will move on the Y axis.
    4. Input description
      • Arrows: move
      • Space: jump

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Entities - Enemies

Enemy

Spiny Enemy:

  1. Behavior
    1. Move randomly around the level. Deals damage via contact and cannot be jumped on.

Slime Enemy:

  1. Behavior
    1. Move randomly around the level. Deals damage via contact. Can be jumped on.

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Entities - Items

Diamond

  • Behavior
    • A given number are hidden around the level for the player to find and collect.

Kitty Dango

  • Behavior
    • Located around the level, they heal 1 heart of damage.

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Game mechanics

Whisker Quest features a blend of traditional 2D and 3D platforming mechanics.

  • Collectables: The game features diamonds hidden throughout the levels for the player to find.

  • 3D Environments: The levels are set in 3D environments, allowing players to move in all directions.

  • Time Limit: Each level gives the player a limited amount of time to clear the level.

  • Stage Hazards: There are a variety of stage hazards throughout the level for the player to navigate. These include falling platforms, spikes, rotating obstacles, and more.

  • Health System: The player has 3 hearts of health at the beginning of each level. When the player lands on a level hazard or collides with an enemy, they take damage. After they take damage 3 times, they have a game over.

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Game mechanics

  • Level Goal: A large banner marks the end of the level. The level ends in success if the player reaches this banner before the timer is up.

  • Healing Items: Kitty Dango items restore 1 heart each.

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Modules

  1. Think technically what modules you will need to create your game.
  2. Technical description:
    1. The character will be controlled via a variety of scripts and a player controller.
    2. The character will move at a controlled speed which is defined in the movement script attached to the player character.
    3. The physics and control (jumping, speed, fall rate, etc.) will be defined in a script attached to the player character. The player character will have a collider and rigidbody.
    4. Collision detection will be implemented to enemies, level hazards, the goal banner, healing items, and collectables. The collision detection will be detected through colliders and the effect will be defined in a script.
    5. Terrain will have a separate tag and will have colliders. A script will allow the player character to snap to the terrain.

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Software architecture

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Timeline

  • Terrain - already implemented
  • Player character (including moving and jumping) - 3/11
  • Collectables - 3/12
  • UI (including health, collectables, and timer) - 3/20
  • Enemy characters - 3/25
  • Hazards - 3/25
  • Win/Gameover conditions - 4/1

  • The player character and enemy character modules will be the most difficult to implement due to the fact that they have many complex components. The player character will especially be difficult because the enemies should deal damage upon collision, but the player also needs to be able to jump on them to defeat them.