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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 game Spacewar 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 user’s mind. 1 | P a g e
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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