Scott Keling and Gary Darby Escape From Skybase 17.

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Presentation transcript:

Scott Keling and Gary Darby Escape From Skybase 17

Game Summary Single player puzzle game Player uses a jump interface to jump at various heights and angles Must jump over obstacles and onto moving objects to reach level exit

Story Abstract Main character is kidnapped and used for science experiments Given super jumping strength Is used to test the effectiveness of the procedure Told that if he can pass several obstacle courses, he will be free to go – But is it true?

Appearance Static screen for each level Simple sprites and backgrounds Simple coloring Interface consists of power meter, death counter, and mouse cursor Meter fills up as player charges jump strength Four midi songs in the game Title, story, game play, ending

Interface Power meter in upper left Death count in upper right Red mouse cursor to set jump path

Interface

Player Actions Hold mouse button to charge a jump  Release button and character will jump in the direction from the character to the mouse pointer  Takes about two seconds to fully charge  Can charge jumps in the air  Jumps follow a parabolic path Player will have no air control Use jumps to avoid obstacles and reach (moving) platforms

Strategies and Motivations Number of total deaths used for scoring Player goal to reach the door Lack of air control  Causes player to plan ahead  Puzzle solving skills Quick reaction moments  Falling/Moving platforms the player needs to jump off of quickly  Needs to time when to start the jumping to complete puzzles

Level Summary Three different levels Players automatically transition to next level after completing one by stepping onto the door Levels get progressively harder

Story Progression No story advancement aside from beginning and end – Situation doesn't change from level to leve l Ending is open, lets the player decide how it ends

Hardware Specification Had trouble running on the machines during the game fair (unsure of the exact problem) Has no trouble on an old Dell with 2Ghz single core processor, 512 MB of RAM and basic integrated graphics Needs minimal graphics acceleration

Software Specification Designed using DirectX Machine needs DirectX installed to run the game

Algorithm Style Physics  Physics will work by using x and y velocity to move the sprites each frame.  Gravity will be applied to the y velocity each frame, making it more negative each time Collision  Collision check based on bounding boxes around the sprites/environment  Floor done using color scan  Checks made only when an object's x position (y position on vertical spikes) puts it in place to collide with the character.

Changes Since Monday Fixed sound Added story slides into the game Added more detail to the controls screen Fixed the enter key skipping all of the beginning slides