h
1. Introduction
1.1 Background
The first ever computer game was developed in 1952: Tic Tac Toe
by A.S. Douglas. The next computer game is generally assumed to be
the gameSpacewar developed in 1962 at MIT (Stephen Russell ).
Spacewar originally ran on a PDP-1 computer the size of a large
car.
The first "text adventure" game,Adventure(Crowther & Woods
1977) was created 15 years after Spacewar. Unlike the action game,
an adventure is not based on fast reflexes; the time of the
adventure game is on pause when the player does not do anything. In
the text adventure, the player communicates with the computer
textually - movement is initiated by typing the direction one wants
to move in. A typical start of Adventure looks like this (">"
marks what the player types.)
1.2 Needs
This project will be a means of entertainment and a perfect
leisure time activity for the people. Along with this, the game
will also contain brainstorming puzzles in its sub-levels which
will sharpen the users mind. Games teach problem solving skills and
creativity in a way that is entertaining.
Playing games provide an opportunity to teach.
Games help to develop minds of people and sharpen the
senses.
1.3 Problem DefinitionThe main motive of a game is to attract
players but the games which were made earlier had a single theme
throughout the game and this made the games boring. Sometimes the
levels were very easy and were completed in a short span of time
and due to this the players used to lose interest as the games were
not addicting. Also there was no option to select a different look
of a player.
Introduction
1.4 Aim and ObjectivesThis game aims to change the way people
think of traditional platform games.
The objectives of this project are:
1. Develop a game having all the basic functionalities of the
traditional platform game. 2. Develop mini-games at the end of each
level.3. Develop a different theme for each level.
1.5 Purpose
This document specifies all the requirements of the project The
adventures of a warrior. This documentation will be helpful for
both the software engineers developing the software and the
users.
1.6 Scope
The adventures of a Warrior game will be used for entertainment
and educational purposes. This game will consist of brain-storming
mini-games which will be beneficial for the player as they will
help to increase concentration and cognitive skills of the player.
Also games are fun and serve as a great stress reliever.
2. Related Work
2.1 A brief review of the work already done in the field
There are various types of platform games available in the
market. Every game has been designed with a single motive of
entertaining the customer. Every game has a different storyline and
characters. Various types of platform games have been developed,
starting with some very basic games like mario, dangerous dave,
wolf stein etc, to advanced 3D games like star wars, battlefield,
counter strike etc.
Several big and small games have been designed and developed
using the game maker studio like peg monsters, see no evil, top
hat, gods will be watching, ship storm, black hole, hot line miami,
wanderlust etc.
2.2 Major Contribution
Despite a much smaller presence in the overall gaming market,
some platform games have left their mark. The release ofSuper Mario
Galaxy proved to be beneficial in the booming of the game market
andwas awarded the Best Game of 2007 on high-profile gaming
websites includingGameSpot, IGN, andGameTrailers. New Super Mario
Bros.was released in 2006 and has sold 18.45 million copies
worldwide. It is thebest-selling game for the Nintendo DS, and the
fourthbest-selling video gameof all time.
Figure 2.2.1: Super Mario Galaxy Related work In
2008,LittleBigPlanet paired traditional 2D platform game mechanics
with physics simulation andearning strong sales and critical
reaction. Some games of other genres also contributed majorly in
the gaming industry and have become favorites of people of all age
groups. We would like to mention some of these contributions
here:
Candy Crush Saga: Candy Crush Sagais amatch-threepuzzle video
gamereleased by the developerKingon April 12, 2012 forFacebook, and
on November 14, 2012 as amobile appforsmartphones. As of March
2013,Candy Crush Sagabecame the most popular game on Facebook, with
46 million average monthly users. Each level in the game is filled
with differently colored candies. The basic move of this game is
horizontally or vertically swapping the positions of two adjacent
candies, to create sets of three (or more) candies of the same
color. Each level contains a certain objective that must be
completed in a given number of moves (or on a time limit); some
levels require clearing "jelly" off the board by making matches on
top of them, reaching a certain score, getting ingredient items to
the bottom of the board, or having to clear certain amounts or
combinations of candies.
Figure 2.2.2: Candy Crush Saga
Related Work
Different "special candies" can be formed by matching a
combination of 4 or 5 in a certain formation, such as a "Striped"
candy, a "Wrapped" candy, or a "Color Bomb". Players begin with
five "lives", lost whenever a level is failed. Users can either
send requests to their Facebook friends for more lives, wait for
them, or purchase them. Once all levels in an episode are
completed, the next episode is locked and the player must either
get three friends on Facebook to send them "tickets" to unlock the
next episode. In May 2014, a sequel titledCandy Crush Soda Sagawas
released as asoft launchby King, with a similar design but new
gameplay dynamics.Temple Run: Temple Runis a2011endless
runningvideo game developed and published by theRaleigh-basedImangi
Studios. The game was initially released foriOSdevices,and later
ported toAndroidsystems. The player controls an explorer who,
having stolen a treasure from a temple, is chased by "demonic
monkeys" who want to eat him/her. As the game is an endless running
game, there is no end to the temple; therefore, the player plays
until the character falls off the temple to his/her demise or is
eaten by the crazed monkeys.While the character is running, the
player can tilt their device left or right to move the character to
the left or right of the screen to collect coins or avoid objects.
If they wish to jump over an object, they swipe upwards; if they
wish to slide under an object, they swipe downwards.
Figure 2.2.3: Temple Run for Mobile Related Work
Temple Run 2features the same controls as its predecessor.
However, the gameplay itself is slightly different as it introduces
new obstacles. The game also features new power-ups, and players
now have the ability to save the protagonist from death by using
green gems that are collected while running, or purchased online.
The game is set in a different location than the first game, and
the main character runs faster. The three monkeys that chased the
character in the original game have been eliminated. Now, a
singular enlarged monkey is the sole antagonist.
Angry Birds: Angry Birdsis avideo game franchisecreated
byFinnishcomputer game developerRovio Entertainment. The game was
first released forApple'siOSin December 2009.As of October 2010, 12
million copies of the game were purchased from Apple'sApp Storeand
then the company started to design versions for other
touchscreen-basedsmartphones, including
theAndroid,SymbianandWindows Phoneoperating systems. It has since
expanded to video game consolesandPCs.
Figure 2.2.4: Angry Birds Game
Related Work
In the game, players use aslingshotto launch birds at swine
stationed on or within various structures, with the intent of
destroying all the pigs on the playing field. As players advance
through the game, new types of birds become available, some with
special abilities that can be activated by the player.
The game series consist of following different games:
Angry Birds seasonsAngry Birds RioAngry Birds SpaceAngry Birds
Star-warsAngry Birds FriendsAngry Birds EpicAngry Birds
Transformers
3. Requirement Analysis
3.1 Requirement study
3.1.1 Functional requirement
The project must behave according to the commands given by the
player.
The player should be able to select among different choices
given to him.
Every level should have an accessible green door(represents the
end of the stage and start of the portal).
Title screen should load and appear every time the game is
launched.
If the player completes the game, the game should end and return
the player to the title screen.
3.1.2 Non Functional requirements Performance
RequirementsUninterrupted game play throughout. The clock must run
accurately for the timed mini games.
Safety RequirementsThe adventures of a warrior will not affect
or damage any of the other applications installed on the players
PC. It is suggested that the player should take at least 5 min
break after every hour of game play.
Security RequirementsThe game will not ask for any personal
information from the player and will thus be unable to compromise
such information. Theres no player authentication required
Requirement Analysis
to play the game, the player simply has to download the
application to start playing.
Software quality attributesTo ensure reliability and
correctness, the game will respond to the players commands in a
timely manner. When the jump button is pressed, the player should
see the effects of this command within milliseconds.
3.2 Technical Feasibility
This project is technically feasible since there will not be any
difficulty in gathering the required resources for the development
of this project. No extra software is required to run this
software, making the project low maintenance.
3.3 Economical Feasibility
This game will be developed using the game maker studio which is
a software that is free for short games and the cost for creating
big games is considerably low.
3.4 System Requirement
I. Hardware Requirements: RAM: 512 MB(minimum) Processor: Intel
Pentium 4 Hard-Disk free space: 1GBII. Software Requirements: Game
maker studio OS: Windows XP, Windows 7 4. System Architecture
4.1 MethodologyThe game that we will be developing is a platform
based game. After opening the game the first screen will be the
Title screen having 4 options:New game, Load game, Settings and
Exit
Following events will happen if the player chooses:1. NEW GAME:
By selecting this option the player can start a new game. After
selecting new game the next screen will be the select player
screen, where the player will enter his/her name and will also be
provided with the choice of selecting the look of the player from
the available options.After this the player will enter the first
level having 3 lives and a full health bar. The player will
progress through the level while overcoming different obstacles and
gaining/losing health and also collecting coins and diamonds
thereby increasing the score. The health bar will increase by
collecting health power-ups. If the health bar becomes empty the
player will lose a life. After reaching a certain point limit 1
life will be automatically provided.At the end of each level there
will be a green door(portal) and in that portal there will be a
timed mini-game and only after completing that game the player will
be all able to enter the next level. The player can also save the
game after every level in case he/she wants to continue later.
2. LOAD GAME:By selecting this option the player can play the
previously saved game and can start from the level where he/she
left the game.
3. SETTINGS:It includes the options like volume and background
music and the player can change the settings as per his/her
need.
4.EXIT:By using this option the player can exit the game.
System Architecture
Description:The game that we will be developing mainly depends
of 4 components:
1. Graphics2. HUD (Heads up display)3. Sound4. Level
Graphics means the overall design, look, background and
components of the game. It includes: Player sprite Enemy sprite
Item sprite Obstacle sprite Enemy screen sprite
Sprites are the visual representations of all the objects in the
game. Aspriteis an image, or a number of images, that represents
something in the game. If a sprite is not animated (a tree for
example), it only has one image. If it is animated, the sprite has
a number of sub-images. Many games use multiple sprites with
different animations each to represent one character performing
different actions such as walking, jumping and falling.
HUD i.e. the top bar consists of: Health bar of the player Score
of the player Number of lives that the player have
System Architecture
There will be different types of sounds in the game like:
Background music Sound while collecting different items Sound when
player and enemy attack each other Sound when player enters or
completes a level
In a level there will be both player and enemy. The player will
have a gun as its weapon and players score and health will also be
displayed. The enemys health will also be displayed and he will
fight and attack.
System Architecture
4.3 Use Case Diagram
Figure 4.3.1: Use Case Diagram for player
Use Case Description:S.NoUsecaseDescription
1New gameStart a new game
2Load gameOpen the previously saved game
3SettingsIncludes background music and volume
4ExitExits the game
System Architecture
4.4 Class Diagram
Figure 4.4.1: Class Diagram of the system
Description:This class diagram shows the interaction between the
classes Player, Monster, Game and Points. Each class has its
attributes and methods. The type of association between them is
also shown. The player class has a relationship Attacks with the
monster class and a relationship Plays with the Game class.
System Architecture
4.5 Sequence Diagram
Figure 4.5.1: Sequence Diagram of the system System
Architecture
Description:This sequence diagram shows how processes operate
with one another and in what order. The interaction is shown among
the classes Player, Game and Points.
Following the sequence, the Game will receive a request from the
Player to open the game. The title screen will be shown to the
player by the game and he will have the provision of selecting from
4 different options and can select only 1 option at a time. If New
Game is selected, the player will be shown the Select Player Screen
by the Game to select the type of player and then he can start
playing the game. On selecting Load Game, the player will be taken
to a saved game screen by the Game. Scores will be calculated
alongside by the Points class and after exiting the level, the
player will be returned to the title screen, in both the cases.
On selecting the Settings options, the player will be shown the
settings screen from where he can adjust volume and select music of
his choice.
And if he selects Exit, he will quit the game.
System Architecture
4.6 Activity Diagram
Figure 4.6.1: Activity Diagram for player
Description:This shows the flow of activity for the player. In
the starting, the player has 3 options: If the player exists, he
can load his saved game or either choose to check Settings or quit
the game. If the player doesnt exist, he can start a new game or
can adjust the Settings or can exit the game. The game can also
directly be exited by the player, without doing any activity.
5. Implementation Algorithm
5.1 Implementation Source Code
Implementation Algorithm
Implementation Algorithm
5.2 Experimental Results
Implementation Algorithm
Implementation Algorithm
Implementation Algorithm
6. Conclusion
6.1 Conclusion
The outcome of this project will be a complete platform game The
adventures of a warrior.This will be a fun-filled game with
exciting 5 levels each based on a different theme. The player will
enter the first level having 3 lives and a full health bar. The
player will progress through the levels while overcoming different
obstacles and gaining/losing health and also collecting coins and
diamonds, thereby increasing the score. The user will be able to
score in the game by collecting items like diamond and coins. A
diamond will give 200 points and the coin, 150 points. Extra lives
will be awarded after an interval of every 10000 points.
At the end of each level there will be a green door(portal) and
in that portal there will be a timed mini-game and only after
completing that game the player will be able to enter the next
level. The player can also save the game in case he/she wants to
continue later.
6.2 Future Enhancement
The future scope of the project is: More levels can be added.
Difficulty level can be increased by introducing more challenging
obstacles. More animation can be added and the graphics can be
improved. The game can be made 3D. The game can be made to run on
other platforms also other than Windows. The mini game can be made
harder to complete.
REFERENCES
www.yoyogames.com/studio
www.compactiongames.about.com
sandbox.yoyogames.com/make/tutorials
www.lucidchart.com/pages/uml
candy-crush-saga.wikia.com/wikia/Candy_Crush_Saga_Wiki
www.hdwallpapers.in/super_mario_galaxy-wallpapers.html
thetechme.com/2014/09/download-temple-run-for-java-mobile-phones-nokia-5130c5130s40lg/
angrybirdsdownloadforpc.blogspot.in/26 | Page