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CPSC 4160/6160: �Final Game Presentation�

Jay Ashish Kadam

CPSC 6160

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Game description

Name title:

“Mother”

Genre:

Mother is a 2D dialogue-based pixelated adventure platformer game.

The player embarks on a journey through a 2D underworld, battling mini-bosses and interacting with NPC characters along the way, all while seeking to reunite with their mother.

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Game description

Game Objectives:

  • Our protagonist, a vile human, is awakened by a dream in which his mother calls out for him to find her.
  • To reach her, he must overcome numerous obstacles, battle underworld foot soldiers, and face off in mini-boss fights. After each victory, he uncovers more secrets about the underworld.
  • Along his journey, the hero engages in clever dialogues with fellow travelers, who are also trapped in the underworld and have heard tales of "The Mother."
  • Through these conversations, the hero gathers clues and begins to unravel the mystery surrounding his mother.

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Game description

Game Objectives:

  • The goal is to explore the underworld, battle enemies, and ensure the hero maintains enough health to advance through the story.
  • Most of the game unfolds in linear levels filled with obstacles, enemies, and intriguing NPCs who share stories and provide clues to help unravel the mystery of "The Mother."
  • Players navigate these stages by running, walking, jumping, and either dodging or defeating enemies along the way.

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Game information

Skill rating: 10+ year-olds

you require enough skills to explore and defeat enemies and also engage in clever dialogue-scenarios.

Audience: Male and Females above 16 years old

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Game references

Other games:

https://www.thegamer.com/video-games-best-2d-horror-titles-list/

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Entities – Player character

  1. Main character - (Protagonist a.k.a Vile Human)
  2. Our hero can walk, run, jump, sword fight,

and engage with NPC’s.

  • The hero initially has to fairly engage in dialogues
  • The game is strictly made for keyboard keys using which they can traverse and fight and use power-ups.

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Entities – Player character

Keyboard Controls

  • Movement: Left arrow key, Right arrow key
  • Jump: Up arrow key
  • Duck/Dodge: Down arrow key
  • Attack1: Q key
  • Attack2: W Key
  • Interaction: E key + numbers as per the game prompt

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Entities - Enemies

  1. Enemy - level 1 (Skeletors)
    1. These are low-level creatures and are fairly easier to combat
    2. Duh! they are zombies. They are slow.
    3. They typically come with sword made of bones and have low health as compared to other enemies.
    4. The movement logic is similar to that of the hero they can move towards the player, block an attack and fight when the player is close-by

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Entities - Enemies

  1. Enemy - level 2 (Servants, Protectors, Guardians)
    1. These are high-level creatures and are faster, powerful and has some special characteristic abilities like rage and Blood Court blessings.
    2. They have swords, fangs and shield to protect against hero attack.
    3. The movement logic is similar to that of the hero they can move towards the player, block an attack and fight when the player is close-by.

(Blood Knights - Servants of Blood court)

(Blood Knights - protectors of Blood court)

(The Guardian Hounds of blood court)

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Entities – Non-Player Characters

Fellow Travelers of the Underworld:

  • These characters appear at certain points during the hero's journey, acting as checkpoints in the game.
  • They remain stationary, without any movement behavior.
  • To interact with them, the player must press the "I" button when nearby.
  • The travelers may ask questions about the hero or provide answers, allowing the player to use number keys to uncover mysteries or gain valuable clues.

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Game mechanics

  • Platforming: The core gameplay of "Mother" revolves around platforming and dialogues, where players control vile human as they traverse various levels filled with platforms, obstacles, and enemies , explore clues and engage in dialogues with the NPC’s.

  • Walk and Run: Players can make hero walk and run to navigate the game world. Holding the "right arrow " button allows for walking , while the "right arrow + shift" button is used for running.

  • Interaction : Player can interact with the NPC’s in his journey by pressing the “I key” button and select the response to the questions asked by pressing any number as specified in the game prompt.

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Game mechanics

  • Enemies: The game features a variety of enemies, including skeletors, Blood Knights and the Guardian Hounds . Players can defeat these enemies by sword fighting using power-ups and after each mini boss fight player gets new insights on the underworld and its history.

  • Traveller: The underworld has many traveller’s that have being there for eternity and engaging with them gives character clues about the journey.

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Player’s mechanics

The mechanics of protagonist involve:

  • Walking
  • Running
  • Jumping
  • Sword Fighting
  • Engaging in dialogues with NPC’s
  • Avoiding obstacles

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Modules

Almost all states would feature boolean values to check the current state -

    • There would be a module move() for the player movement.
    • interact() state when player is in range of NPC’s
    • attack() state during which user can use physical + magical attacks
    • die() state when player has zero health and would be prompted to main menu.
    • There would also be gravity() which would help for jump as the player will jump at a faster pace but get down at slower pace for game effects.
    • Similar modules would be implement for the enemy AI as well.
    • There are no fancy algorithms for the game and the enemy would be solely controlled using 4 states sleep, walk, detect and die state.
    • The development flow would be to setup main game loop, work on environment logic, player movement logic, player dialogue-interaction with NPC’s , enemy AI logic , player attack methods, artifacts logic and audio feedback.

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Software architecture

Player -

  • Different game state dictate the character movement, attack and interaction, gravity and die state.

Enemies -

  • Most enemies have 4 states sleep, walk, detect and die.
  • Few rare enemies can be evaded based on dialogue depending on correct response to the questions.

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Software architecture

Audio Feedback -

  • The game will also feature wide range of audio effects this would include -
    • Main game bg music
    • Cut-scene bg music
    • player walking effect
    • environmental bg effect
    • player attack effects

  • The effects would played based on specific events and be implemented using the pygame.mixer.sound with main bg music running on infinite loop

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Timeline

16th Oct - First Milestone presentation - Level Noob

  • Over the next week would be brainstorming different game story scenarios.
  • Interaction of game NPC’s with protagonist and work on checkpoints.
  • Make sure every game module fits perfectly within a specific scenario.
  • pygame setup and load resources

24th Oct - Level Novice

  • Work on game environment
  • document progress
  • sprite collision and gravity
  • Implement rough Dialogue system

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Timeline

  • 31st Oct - Level Competent
    • add player to scenario and work on enemy AI
    • Build the dialogue system
    • progression of story through dialogue
    • start working on game loot logic.
    • Add Audio to the game
  • 7th Nov - Level Proficient
    • work on main Menu
    • And game cut-scene
    • Ready with the first game Draft

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Thank You!

“Mother”

Is seeking you!

Any Questions or Valuable Feedback?