Game Requirements

Here are some basic requirements for our game. Many of these items are mere children of our team's "brainstorming", and may not make the final cut. Nevertheless, high aspirations breed high accomplishments, and we'll do our best to get as many of these things in there as possible

Remaining Requirements

Things to be done for Hotdog Apocolpyse.

**Items marked by askerisks have been completed**
[attract loop] Into Screen
[attract loop] High Score Screen
[player entry screen] Allow up to 4 players to join
[level select screen] allow selection of all maps
[level select screen] "random" button to select random map
[victory screen] Display Score of each player
[high score screen]show high scores
[high score screen]Allow players to enter initials

[gameplay screen] Game prototype available
[gameplay screen] Display weapon names when switched
[gameplay screen] Need to keep track of player health / score
[gameplay screen] Must allow players to harm another
[gameplay screen] Weapons must damage
[gameplay screen]Keep score of players
[gameplay screen] Include victory conditions
[gameplay screen]Include “zoomable” camera
[gameplay screen]Allow vertical and horizontal level wrapping
[gameplay screen]Create several different maps
[victory conditions] Time limit or Score threshold


[sound music] Include tracks made by James for each game screen
[sound music] James must create several new tracks
[sound effects] Sound effects
[sound effects]Attract Loop – start game
[sound effects]Player Entry screen – join game, toggle between avatar option, select player
[sound effects]Firing weapon
[sound effects]Weapon impact
[sound effects]Player dies
[sound music] on victory screen, each Avatar has own victory song
[sound effects] Background applause


[bugs] Collision detection not working properly
[bugs] Grappling hook error


[artwork] Weapons projectile images
[artwork]Scaleable Avatar images for gameplay
[artwork] Large Avatar images for select Avatar screen
[artwork] Titanium Chef image
[artwork] Baaron La Queso image
[artwork] Bad dog image
[artwork] Top dollar image
[artwork] Spash Screens
[artwork] Gameplay Map backgrounds

Screens

  1. Opening (intro) screen
  2. High score screen
  3. “How to play” screen
  4. Player select screen
  5. Weapon select screen
  6. Combat (game play) screen
  7. Victory (score) screen

Interface (controls / movement)

  1. Joystick left / right – moves character left and right on map
  2. Joystick up / down – analog aim up / down
    • Fire weapon
    • Jump (press twice to use grappling hook)
    • Shield
    • Cycle to next weapon

Avatars

  1. At least 4 Avatars (at least 4 different colors)
  2. 4 different avatar graphics

Collision Detection / Movement

  1. Detect when hit by enemy fire
    • Damage dealt to “struck” player
  2. Detect when enemy fire blocked by shield
  3. Be able to walk up “slanted” (sloped) terrain
  4. Level boundaries
    • Floor
    • Ceiling
    • Platforms
  5. Player can move through…
    • Other players
    • Rope (not end) of grappling hook
    • Weapon fire
    • Left / Right side of screen (level wrapping)

Physics (Gravity)

  1. Pulls player down at all times
  2. Affects all weapon fire (but not grappling hook)
  3. Players can fall off ledges
  4. Players can jump

Level Design

  1. Floating platforms
  2. Floor / Ceiling
  3. Moving platforms
  4. Level editor

Devices

  1. Weapons
    • Weapon fire is affected by gravity (shoots in an arch over long distances)
    • Player selects weapons / weapon order (for cycling) before game begins
    • Weapon Fire types
      • Projectile [bullet] (affected by gravity)
      • Stream [laser] (not affected by gravity)
      • Explosive [grenade] (affected by gravity)
      • Close-combat [chain saw] (not affected by gravity)
    • At least 3 weapons (some ideas)
      • Shotgun (medium range, slow rate, big damage)
      • Chain gun (medium range, fast rate, small damage)
      • Rifle (long range, medium rate, medium damage)
      • Laser (long range, streaming, small damage)
      • Grenade (explosive)
      • Mine (waits until player touches it to explode)
      • Heat-seeking missile (medium range, slow rate, medium damage, seeks nearest player)
      • Chain Saw (short range, fast rate, huge damage)
    • Ammunition
      • Only a limited amount of ammunition per "clip"
      • When clip becomes empty, player must wait X seconds for clip to reload
      • Unlimited number of clips
  2. Shield
    • Shield appears in direction of aim (aiming straight up, shield appears on top)
    • Blocks all damage received from that direction
  3. Grappling hook
    • Hooks to...
      • Anything that player cannot walk through (platforms, ceilings, floors)
      • Powerups
      • Other players -- pulling them closer
    • Mechanics
      • Player fires – looks like a rope stretching out from player
      • End “hooks” to first think it touches
      • Only consider end points: start point pulled in straight line toward end point
      • Applied force is proportional to length of rope
      • Grappling hook is not affected by gravity (doesn’t arch over long distances)
      • Total length is height of screen (can hook ceiling from floor

Powerups

  1. Other weapons
  2. Shield Upgrade
    • Bigger Shield
  3. Weapon upgrades
    • Increase weapon size – bigger bullets, thicker laser, etc.
    • Increase weapon fire rate
    • Decreased reload time
  4. Spawn in random location of map every X seconds