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Game Design Document

GAM 302, Summer 2012

Mjolnir
6/19/2012

GAM 302, Summer 2012

Instructors: Vivek Melwani Nicolas Bergeron

Member Name: Anthony Mark Chong Tze Meng Title: Producer Coding Responsibilities: - Physics - AI Path-finding - AI Behavior - Camera Setup Member Name: Gan Ju-We Title: Game Designer Coding Responsibilities: - Controls / Input - GUI / HUD - Weapon Systems - Level Design Member Name: Lim Yong Sheng Title: Technical Director Coding Responsibilities: - Debugging information - Overlook coding / Optimizing code - Level and Game Object Model - Power ups - Racing Game Logic - Point System

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GAM 302, Summer 2012

Table of Contents
1. Introduction . 4 2. Game Mechanics .... 4 3. Game Flow ........ 5 4. Game Characters . 7 5. Game Resources .. 9 6. Game Environment 11 7. Game Controls .... 14 8. Visual Design ....... 16 9. Audio Design ....... 18 10. Behaviour Design .. 18 11. Physics Design .... 20 12. Multiplayer Design 21 13. References ............ 22

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Introduction
Game Name: Mjolnir Platform: PC / IOS Genre: Racing Shooting Game Type: Linear Target Demographic: Everyone

High Concept:
Mjolnir is a galactic racing game that involves Futuristic Space Hovercrafts named Asgardian units. The player controls a Hovercraft of his own and will need to manoeuvre it carefully through obstacle courses laid with traps and enemies. The player can choose to be pitted against AI racers, which would make the challenge even harder to complete. The player is able to gain power-ups or ammo, allowing them to shoot at enemy targets. An added feature planned to be released in the future is the use of multiplayer. Multiplayer allows the player to race against other players through the use of a LAN (Local Area Network).

Game Mechanics:
The game is centred around controlling your Hovercraft well enough and to complete the race course while deterring your opponents away by shooting at them. The player starts off with 4 sets of abilities he can perform. These are the 4 default abilities that the player can do during a race: 1) Shoot Plasma Beams [Main Weapon] (Targeted at enemies or opponents) 2) Special Weapon (each Hovercraft has its own special weapon) 3) Levitate (Jump ability) 4) Turbo Booster (Accelerate quickly for 2 seconds) Players will make use of these actions to overcome obstacles or overtake enemy racers. For example, using the levitate ability to jump from one platform to another. Each of these actions take up energy and depletes the players energy bar. The player has a limited capacity of energy which can only be restored through energy cells spawn throughout the race course, so it is important that the player monitors his energy capacity. Apart from the energy bar is the Players health bar. The

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health bar monitors the current status of the players Hovercraft. Once the health is depleted to zero, the players ship is destroyed and spawned to a nearest checkpoint. Apart from the player's default abilities, the player is able to obtain power-ups on the field. Powerups come in different forms (Mines, rockets, etc) and offer more competitive play. The player will need to utilize power-ups and abilities to deter their opponents from finishing the race. Similarly, like the player, once an enemy is destroyed, it will re-spawn to a nearby checkpoint and continue with the race. The maps in the game may have uneven terrains or traps which could cause the player some hindrance. Avoiding these traps requires some skill in manoeuvring, and along with enemy racers, these will be the major challenges in the game for the player to overcome. Players that destroy objects in the game or other racers will earn those points. Those points will allow them to purchase customizable weapons or upgrades for the player's Hovercraft.

Game Flow
Mjolnir is designed to be a fast-paced racing game that will set the players adrenaline rushing. When the player clicks the play button, there will be 2 modes available: Solo and LAN. Next, the player can set the number of AI racers to race with. There is only a maximum of 5 racers for a single race. Once the player is ready, he may choose a map to race in and perhaps choose the number of laps to race. A player completes a lap by entering a checkpoint, if he misses a checkpoint he has to go back for it.

After the settings are done, the player will start the race. There may be a brief period of waiting for connections to be established if the player were to choose LAN gameplay. Upon, starting the game, the camera will show a brief view of the race course surroundings before panning to the players All Content 2012, Digipen (Singapore) Corporation, All Rights Reserved. Page 5

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hovercraft. A 3 second count-down will begin initially before the race starts. Input is disabled until the countdown hits 0. Meanwhile, racers are aligned side by side before the finishing line. Racer positions depend on the slot entry: First slot is positioned left-most and Last slot is positioned rightmost at the start. Once the countdown finishes, the race will begin and the player is able to move. Each map has a different difficulty, there are also multiple routes to a checkpoint. If a player is killed during a race they will re-spawn at the last known checkpoint. Within the level, there are power-ups that the player can pickup. A player can have up to 3 powers-up with him. Eliminate your opponents and slow them down by using the weapon you own. Each player you destroy will earn you 100pts Earn more points by winning the race. Points Chart 1st 500pts 2nd 400pts 3rd 300pts 4th - 6th 100pts Single Kill 50pts Double Kill 200pts MultiKill 500pts Turrets 10pts Homing Bots 20pts

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Game Characters
The player plays a Hovercraft race driver in a distant future. In this future where technology is striving, a popular and fast-paced sport known as Hovercraft Racing is a source of entertainment for people. One thing that entices the people is the many models of Hovercrafts, each with their own talents and specialties, giving the outcome of a race full of uncertainty. As a race driver, the player is able to choose the type of model he wishes to pilot in. However, the player is required to unlock other models besides his by completing levels. The player may then change his Hovercraft from his profile under main menu. Mjolnir [THE HAMMER] Mjolnir is the first Hovercraft that the player will pilot in. The name Mjolnir is taken from Norse Mythology as the magical hammer that Thor wields. Just like its namesake, the Mjolnir Hovercraft is known to be fast on the course and possesses an above average capacity, allowing the player to use his abilities frequently. Mjolnir is the default Hovercraft the player starts in. Health - 9 Energy - 7 Speed 8 Special Weapon: Power Booster [Increases the engine toque to the max (Speed + 2) for 6 sec, reaching the speed of sound] Svalinn [THE SHEILD] Svalinn is a type of Hovercraft that the player will encounter as an enemy during a race course. Svalinn units are known to possess powerful plating that bolsters their defences tremendously. As such, they have the lowest speed but the highest Health among the hovercraft models. The player can play as one after unlocking it. Unlocks automatically after completing level 1 (Sandy Desert). Health - 10 Energy - 7 Speed 7 Special Weapon: EMP pulse [damage 30] Creates a magnetic charge around the ship that damages and slows other hovercrafts within the radius of 5m for 2 sec. Tyrfing [THE SWORD] Tyrfing is a Hovercraft that is an all-rounder in terms of performance. It possesses an above average in its speed, energy capacity and health, making it hard to find weaknesses in. It is an advanced type of enemy racers that the player will encounter in advanced race courses. Unlocks automatically after completing level 2 (Deceit Road).

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Health - 8 Energy - 8 Speed - 8 Special Weapon: Ion Cannon [Charges up a strong beam of light that does high damage 50] Gungnir [THE SPEAR] Gungnir is known as Hovercraft units that will reach its destination no matter what and it is likely the greatest adversaries that the player will face on the race course. Possessing the largest energy capacity among all Hovercraft units, it is capable of utilizing its abilities more frequently than the other units. Unlocks automatically after Level 3 (Rocky Mountain route). Health - 6 Energy - 9 Speed 9 Special Weapon: Fires a air cannon backward which allows the hovercraft to speed up for 5 seconds [air cannon [damage 30] Other Character Besides Hovercraft units, there are another objects in the game that serve to hurt the player's progress. These objects are located in areas around the race course and are destroyable with the player's weapon arsenal. However, these objects will spawn within a certain time limit after being destroyed: Turrets they appear differently from player turrets in colour and are deployed in certain areas on the map. Turrets are incapable of moving and will shoot at any player at close proximity. They can be destroyed with the player's arsenal of weapons but will re-spawn shortly at their location again. There may be situations where a turret could be deployed in a location that renders it un-killable. In this case, the player will just have to dodge their bullets and continue on. Some turrets may be able to move with the help of a moving platform tied to it. These turrets are harder to aim at but are possible to kill if the player has a good aim. Additionally, turrets provide lots of bonus points if the player manages to shoot one down. There may be turrets which shoot a different form of ammo: Plasma Beams The first group of turrets that the player will encounter. These basic turrets only shoot plasma beams. Flame Thrower An advance form of the turret, capable of spewing flames from its cannon. These fires will deal damage over time to Hovercrafts. Constant movement within the flames will damage a Hovercraft unit severely. Sometimes it is unavoidable to be damaged by flame turrets.

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Homing Bots Homing bots spawn from random positions around the map. At first, they will be deployed stationary in a single position. When a nearby player shows up on their radar, they will chase it. Homing bots do not shoot ammo of any sort, but will only start chasing players. Once it collides with a player, it will explode, damaging the player's hovercraft and if the blast is of close proximity, it will flip the player's hovercraft over. These bots can be damaged by the player's weapons and abilities. Additionally, homing bots can be destroyed by the environment as well (Turrets, Flames, Rough Terrains, Walls). Being killed will explode the homing bot. Dealing damage around it. With Collision with when the player has a energy shield on him nullifies the damage done.

Game Resources:
When the player starts off, he would notice a blue bar on his HUD. This blue bar is known as the energy bar that a Asgardian Hovercraft needs in order to perform its abilities. When an ability is used, energy is drained in exchange. The amount of energy drained varies from abilities. However, once energy is drained, it will not be replenished until an energy cell is obtained by the player to replenish its lost energy. Energy capacity ranges differently based on different Hovercrafts. Energy is calculated as a percentage of the Energy stat of the Hovercraft. Example, Mjolnir has 7 in Energy stat, thus it starts with 70 Energy (Multiply by 10).

Asgardian Hovercrafts start off with 4 default abilities loaded in their arsenal: Shoot Plasma Beams This ability is essentially the bread and butter of every Asgardian Hovercraft. 2 plasma cannons are loaded on each side of a unit, allowing the player to fire 2 plasma beams every second at his target by left-clicking on the mouse. The damage done is not lethal but continuous firing will destroy a defenceless hovercraft unit rather quickly. Players can aim and fire by making use of their Hovercrafts aiming scope, represented as a crosshair on screen. Shooting plasma beams cost energy so it may be necessary for the player to determine carefully the right time to shoot. Special Weapon Each ship has its own unique weapon; it can only be activated when the energy bar is full. Levitate (Jump ability) Jumping is another ability that the player can perform to escape from some nasty situations. When the player presses and holds the Spacebar key, his Hovercraft engages its bottom thrusters and fires, allowing the Hovercraft to hover at a height higher than normal. When the player is levitating, he can continue to accelerate, shoot and perform abilities. By jumping, the player can change escape traps or environment hazards. Furthermore, the player can extend his levitation by holding spacebar to reach over areas. Levitating however depletes the players energy source depending on how long the thrusters are engaged.

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Turbo booster (Accelerate quickly for 2 seconds) Engaging the Nitro drive by pressing the Tab key will cause the Hovercrafts engine to heat-up, devoting a of its energy source to accelerate the players Hovercraft by 30% of its current speed. The Hovercrafts thruster will turn from blue to red in this state, to indicate to the player that Nitro drive is engaged. In this state, the player will speed up his hovercraft for 2 seconds and then revert back to its normal state. However, the Hovercraft must currently be in acceleration before applying Nitro drive. Acceleration could allow the player to catch up to his opponents, but on the other hand, it increases the likelihood of the player crashing against another opponent or an environment hazard if used suddenly.

Ability Name Plasma Cannon Levitate

Function Shoot plasma beams Allows player to hover higher than normal Unique power, depends on the hovercraft Accelerates quickly for 2 seconds.

Location on Hovercraft Both sides of Hovercraft Bottom thrusters

Energy Cost 5 per Shot fired Initial Cost is 10. But increases as user holds button. Requires full energy bar of energy bar

Hover Craft Special weapon Turbo Booster

Build-in Hovercraft Engine and side thrusters

There are also a number of power-ups that the player can obtain as they manoeuvre through a race course. These power-ups enable the player to obtain abilities which they can use to improve their performance in the race. Power-ups will look like floating glowing spheres with an icon and colour to match its power-type. Power-ups will spawn at several locations at different intervals during a race. Some Power-ups include:

Laser Beam (Shoot a beam of light) Fires a light of beam to cut through metal shielding, damaging the core of the ship, Hold right mouse to activate.

Power Booster (Allows player to speed up for a certain duration) A power-up that increases a Hovercrafts speed by 20%. Lasts for 5 seconds and is stackable with the engage turbo booster ability allowing the player to go full throttle. However is hard to control when you reach the speed of sound.

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Homing Rockets ( Player is able to fire 1 homing rockets once on the nearest target in front of him directly) Obtainable rockets on the field that when activated with the right-click mouse button, will launch 1 powerful homing rocket towards the nearest target in front of the player. Energy cells (Player restores some energy allowing him to utilize his skills) A growing sphere shaped Energy cells are obtained to replenish lost energy for the player. A player with full energy can still obtain one although it does not do anything. Energy cells restore 30 energy to a Hovercraft. Drop Turret (Drops a turret behind the player) Like the name says, this power-up allows the player to drop a turret behind him that will shoot other opponents. The turret is dropped stationary behind the player at the point when the player presses the T button while having a turret at his disposal. Once a turret is dropped, it remains stationary and will shoot nearby targets. The turret itself will last duration of 3 minutes.

Energy Shield (Blue spherical shield that covers the hovercraft from attacks) An obtainable power-up that gives the player a blue spherical shield that will cover the players hovercraft from any type of attacks or damage for 5 seconds. Activates instantly once the player picks up this buff.

Static Mine (A magnetic mine the explode when hovercraft are near it) An obtainable power-up that gives the player an advantage to stop enemies behind him by dropping a Static Mine. Anything that collides with it, will explode with a static charge of a radius, best weapon to obtain when youre ahead in the race.

Game Environment
Terrains in Mjolnir will affect the players speed, performance and control greatly. Going across bumpy terrains will cause the Hovercraft to tilt or experience a sudden decrease in speed. Thus, it is important for the player to observe his surroundings to avoid being slowed down. Additionally, each maps terrain is a mesh collider. This means that players will get damaged if they charge directly against a wall or if keep going through a rocky course. This interactivity will allow players experience realism in the game and provide a challenge. Maps are linear in the game, with routes planned out for the player to see. However, there will be hidden shortcuts to take. These shortcuts may blend in the terrain and it is up for the player to observe his surroundings. Shortcuts in the game can speed up the player's progress, but may also consist of hidden traps or enemies. All Content 2012, Digipen (Singapore) Corporation, All Rights Reserved. Page 11

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There will be 4 different race courses in Mjolnir, each with their own types of terrain and routes.

Sandy Desert A standard beginner map, that consists of small platforms and small hills. The map is less compact and more spacious, giving plenty of room for players to manoeuvre their hovercrafts. Fewer traps will be placed. Players will get a feel of the controls and movement of the Hovercraft before attempting the harder race courses. The terrain is more tamed, with fewer bumps. The number of laps to complete the goal is 3.

Deceit Road Consisting of flat roads, slops and platforms instead of rugged or rocky terrain, this map serves to introduce traps and enemy turrets. The tricky part of this map is controlling the hovercraft swiftly enough to land between platforms while avoiding traps and gaping holes strewn across the map. The number of laps to complete the goal is 4.

Rocky Mountain Rocky Mountain is a combination of Sandy Desert and Deceit Road. The map provides an advance route to navigate through with twist and turns. There may be narrow spaces that requires a bit of manoeuvring and rocky hills that serve to deter the players course. The central theme in this race is to combine numerous environment hazards to test the players skill in controlling his Hovercraft. The number of laps to complete the goal is 2.

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Crystal Lake Crystal Lake is the last map we plan to make. This map is much more challenging than the others as it consists of a giant lake that encompasses the entire terrain. There will also be numerous platforms and winding paths that the player can take. However, traps and pit-holes will lie in wait in unsuspecting areas. Players will also be hovering over water most of the time. Some parts of the lake are shallow while others are deep. This requires the player to utilize his levitating ability carefully. Additionally, there will be numerous traps set to surprise the player. The number of laps to complete the goal is 3.

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Game Controls

Turning the Ship is determined by the mouse sensitiveness of dragging left and right.

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Keyboard Button W S A D Key 1 Key 2 Key 3 Tab Escape

Function Accelerate Brake Thrust Left Thrust Right Activate Power Slot 1 Activate Power Slot 2 Activate Power Slot 3 Engage Booster Pause / Access options

Mouse Input Left Click Right Click Mouse Wheel Scroll

Function Fire Plasma Beams Special Weapon Zoom in/ Zoom out

The controls of the game are meant to be easy enough for players to identify with, hence the use of the W, A, S, D keys. To steer the hovercraft, the player will need to move his mouse in the direct he wants to face. Eg, move mouse right to look right. To control the ship properly, the player will need a balance of using the keyboard and mouse together. Attacking is simple enough by limiting the left and right mouse clicks to fire weapons. Additional input keys for gameplay is the T key for dropping turrets and the Tab key to engage Nitro drive. Keys 1 to 3 are used for abilities that the player may obtain during the race. The player will need to select 1 , 2 or 3 to first select their secondary weapon, and once a secondary weapon is selected, the player can simply right-click to fire his secondary weapon. The Escape key allows the player to pause the game and access the option screen.

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Visual Design
Planed in game GUI

Current in game GUI (WIP)

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Points Indicates the current points earn in that level Health Indicates the current health of the hovercraft Energy Used for firing plasma beams and special weapon usage. Position Current position of player Check Point Displays the current best time when the player reaches the checkpoint Lap time Shows the total time when the player finishes the last lap Message Displays text to player if he/she has killed something or taken a power-up Crosshair Indicates which direction the player is currently moving towards at Power up slot When the player picks up a power up it will be slotted to the first found empty slot. The player can then use them during the race by pressing the 1, 2 or 3 button on the keyboard. Icons will glow to feedback usability. Speed Represented as Kilometres per hour Mini maps Shows the player the direction to go to the next checkpoint Laps Displays the current and laps needed to completed the level Hovercraft thruster Normal Accelerate (Holding the W button) The dust particles that generate from the Hovercraft's thrusters makes the game feel realistic

Hovercraft thruster Turbo Booster (Pressing the Tab button) when the turbo booster is in use, the camera will be shifted backwards, giving the visual effect that the ship has sped up.

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Audio Design
Similarly with the realistic and futurist view of the game, the audio will have to be in fast pace music that represents speed as our game is base on a racing and action genre. We selected a few genres like rock and space base. Depending on the level, there will be different BGM (Background music) for the player to enjoy while playing the game. For example, a level that takes place in the desert will feature sandy noises or a level in the space will have the sound base on techno and base. This will provide a indie feeling to the game as well. Most of the BGM will contain the element of sci-fi sounds along with fast rhythms and base that echoes. The aim is to higher the tension of the game and promotes excitement in the player as he experiences the game. We aim to have SFX (Sound effects) that will make the player believe that he has the coolest ride of his life. For example, when the player accumulator their hovercraft will have the sound of a jet engine then if the player trigger his turbo booster it will add in the sound of a sonic boom. Is important to put in the right sound to make the player feel right of his speed. A list of the available status that will have sound: Pick up weapon of energy box ("low to high pitch") power up Collision against a other object ("metal screeching sound") damaging to the ship Firing laser ("Laser sound") - (short and high pitch) Low health ("Sound of a alarm") (repeated sound) Hovercraft destroy (explosion sound) Thing go BOOM!

Example of a Best BGM for our game: http://www.youtube.com/watch?v=7JvPmQoIBgQ&feature=relmfu

Behavior Design
The player may choose how many opponents to race with. These enemy racers in the game will be AI-controlled using a path-finding algorithm. Their first objective in a race course is to finish the race, with their secondary objective being to attack nearby targets in front or behind them. Waypoints will be used as a way for enemy racers to finish the race course. Enemy racers will go to each node in a sequence. If the AI were to be pushed out of the course or crash, it will immediately go to the nearest node and start its movement again. Some areas on the map will be tricky, for example, slopes or jumping between platforms. In this case, a behaviour tree design will be made to make the enemy racers react to such a situation.

Their AI-Behaviour actions will be controlled using a behaviour tree pattern. Based on a scenario, enemy racers will react in a way that will suit their objectives. For example, using homing rockets when a target is in front of them. All Content 2012, Digipen (Singapore) Corporation, All Rights Reserved. Page 18

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Certain behaviours will need to take priority over others, like shooting a rocket first before dropping mines. The AI will be basically made to prioritise attacking players from the front first before attacking players at the back. In some events, for example, if a platform or trap-hole is met, the AI needs to know under its behaviour tree that it has to levitate across. Thus, the AI in the game has to be smart and know certain conditions that would allow it to win the game. Other objects in the game like the turrets and homing bots will not be AI-intensive. Instead, their sole objective is to just shoot or chase the player down. Thus, a behaviour tree for them will not be necessary.

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Physics Design
General Physics Physics for Mjolnir, is implemented mainly with the inbuilt physics engine provided with Unity3D, with a few exceptions to the norm. In Mjolnir the vehicles hover above surfaces through magnetic levitation enabling them to align with the curve of the surface, unlike normal hovercraft, this allows them to climb steep slopes at angles impossible for conventional hovercraft. Gravity Races occur on a variety of locations, with varying gravity. The usual gravity is set at 9.8 N, however this may be reduced by up to 5.0N on small worlds or asteroids. Gravity will be set at runtime at the start of each race track, which are basically levels. Gravity will have an effect on ship movement as well as the path of physical projectiles like missiles.

Collision and Collision reaction

Collisions zones are represented by three kinds of meshes, box, sphere and complex meshes. Hovercraft and other mechanical constructs consists of a combination of either box mesh colliders or singular sphere colliders. Due to the complexity of the terrain, the colliders of the terrain will be mesh colliders where each triangular surface formed from 3 vertices are considered collidable.
Maglift Hovering

Maglift hovering for our vehicles are achieved by 5 sphere colliders attached to each ship, these are not rendered and are invisible in game. These spheres consist of 4 edge bumpers and a central hover bumper.

These Bumpers each perform a raycast with a specified length straight down in local space. In the case of the edge bumpers should the raycast return true, the entire ship is rotated around the local x_axis, to prevent the ship from hitting the ground. The hover bumper's function is different in that instead of rotating the ship in any direction, it adds a force in the local y_axis relative to the magnitude of how far into the surface the raycast has gone. This effectively produces lift in the direction of the surfaces's normal.

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Multiplayer Design
Mjolnir will have multiplayer in terms of LAN (local area network). Basically, clients will connect to a host through a local network. Clients will be required to type in the IP address of their host's computer to connect to them. The LAN play option is available when the player first clicks the play button in the main menu. There, the player can choose solo or LAN. When the player presses LAN, he will be given a similar layout to the one in solo play. The difference is that the player can assign slots (open ports) to indicate how many players can join his game. If the player selects 3 slots to be real players, these slots will be labeled as pending. "Pending" indicates that a port is opened and a player may join. The game will not start if there is still a slot labeled as "Pending". Additionally, the player can assign AI racers as well along with real players to play with. When a LAN game begins, the only difference is that the player would be competing against other real-life players. Nothing much changes, except that it could be more challenging as real players are much more unpredictable compared to the AI. Players will all gain points as normal as they would if they played in solo. Thus, nothing significant changes.

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References Instructors (For their feedback, help and input on the game): Vivek and Nicolas Unity Game Engine (Creation of our game): http://unity3d.com/ Unity Reference Material (Good read on scripting and using game components): http://unity3d.com/support/documentation/ScriptReference/index.html C# Reference (Coding practices, Class hierarchy and more): http://msdn.microsoft.com/en-us/library/618ayhy6%28v=vs.71%29.aspx Sound Input (Credits to the user): http://www.youtube.com/watch?v=7JvPmQoIBgQ&feature=relmfu

F-Zero (A Nintendo game that we drew inspiration from): http://www.youtube.com/watch?v=OYtN4poigAs

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