Storyboard for Playing the Game (in detail) - ICT Seneca · PDF fileStoryboard for Playing the...

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Storyboard for Playing the Game (in detail) Hoang Huynh, Jeremy West, Ioan Ihnatesn

Transcript of Storyboard for Playing the Game (in detail) - ICT Seneca · PDF fileStoryboard for Playing the...

Storyboard for Playing the Game (in detail)

Hoang Huynh, Jeremy West, Ioan Ihnatesn

Playing the Game (in detail)

• Rules– Playing with collision rules

– Playing with boundary rules

– Collecting power-ups

• Game Flow– Playing a new game

– Running a level

– Running a round

– Playing a round

Playing with Collision Rules

• “Game Objects” (ships, obstacles, and power-ups) can interact with each other when they collide.

Playing with Collision Rules

Collision Type Collision Rule

Player’s ship collides with an enemy ship. The enemy ship destroyed, player takes damage.

Player’s ship collides with a power-up. Power-up is added to players inventory.

Player’s ship collides with an enemy’s projectile.

Player takes damage.

Enemy’s ship collides with the player’s projectile.

Enemy ship takes damage

Player’s ship collides with an obstacle. Players ship takes damage, obstacle is destroyed.

Projectile collides with an obstacle. Obstacle takes damage.

Example: Collision With Enemy (1)

Health

100%

Ship is moving

direction indicated by

arrow.

Example: Collision With Enemy (2)

Health

75%

The players ship and enemy ship have crashed into each other.

The enemy is destroyed and the player has taken damage.

Playing with Boundary Rules

• Certain things may happen when “Game Objects” attempts to cross a boundary.

• Boundaries:

– Visible Play Area. This is the area that the player can see and all the action takes place.

– It is bounded by a blue frame in examples.

Playing with Boundary Rules

Collision Type Boundary Rule

Player’s ship attempts to leave the visible play area.

The player is prevented from leaving the visible play area. (Ship stops moving at edge of play area).

Enemy ship leaves the visible play area. The enemy ceases to exist.

Obstacle leaves the visible play area. The obstacle ceases to exist.

Projectile leaves the visible play area. The projectile ceases to exist.

Power-up leaves the visible play area. The power-up ceases to exist.

Example: Visible Play Area

Health

100%

The Players ship is moving in the direction indicated by the arrow.

Example: Visible Play Area

Health

100%

The players ship is stopped at the edge of the visible play area (blue frame) regardless of players requests to move further to the right.

Collecting Power-Ups

• There are many types of power-ups that the player can collect. They may modify the player’s:

– Score

– Weapons

– Health

– Number of lives

Collecting Power-ups

Power-up Type Action

Multi-shot Upgrades the players basic gun to fire in 3 directions rather than just straight ahead.

Rocket Allows the player to shoot rockets instead of basic bullets.

1up Gives the player another life.

Bonus Adds points to the player’s score.

These are only examples. The game will contain many more power-ups than shown here.

Example: Collecting Power-up

Health

100%

The Players ship is moving in the direction indicated by the arrow.

Example: Collecting Power-up

Health

100%

The Players ship collides with the power-up to collect it. The player is notified by the flashing ring and color of his/her ship.

Example: Collecting Power-up

Health

100%

The Player can now fire with the Multi-Shot Power-up

Playing a New Game

Player selects a level.

Player plays level 1

Player plays level 2

Player plays level n

...

Player plays level 2

Credits

Running a Level

The system randomly selects a few rounds

from all of the rounds within that level.

Load and run the first round

Load and run the second round

Load and run the last round

The system loads the level.

Running a level ends when all rounds are

completed.

...

Load and run the “boss round”

Running a Round

The system spawns the enemies and obstacles required by the round.

The system loads the round.

Running a round ends when there are no enemies left on the screen.

Playing a Round

At the beginning of every round only the player will exist in the visible play area. This will allow the player a moments respite before the action commences again.

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Playing a Round

The first round of enemies and obstacles will appear at the north end of the screen and begin to move southwards

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Playing a Round

Enemy 1 and player begin firing on each other.

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1

Playing a Round

The players bullets strike enemy one inflicting fatal damage.

The player moves left and fires at the asteroid.

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1

Playing a Round

The players bullets destroy the asteroid sending pieces flying in random directions.

Enemy 2 will not be able to manoeuvre away.Enemy 3 begins firing on player.

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23

Playing a Round

A shattered piece of asteroid crashes into enemy #2, followed by a bullet from the player. This is fatal.

The player takes damage from the enemy bullets.

Enemy 3 manoeuvres to avoid asteroid chunks.

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3

Playing a Round

The manoeuvres around the asteroid debris and fires at enemy 3.

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3

Playing a Round

The manoeuvres around the asteroid debris and fires at enemy 3.

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3

Playing a Round

All remaining asteroids drift off screen, and the next round begins after a slight pause.

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