storyboard for playing the game (in detail) - ict seneca · pdf filestoryboard for playing the...
TRANSCRIPT
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 (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.
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.
x3
Playing a Round
The first round of enemies and obstacles will appear at the north end of the screen and begin to move southwards
x3
Playing a Round
The players bullets strike enemy one inflicting fatal damage.
The player moves left and fires at the asteroid.
x3
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.
x3
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.
x3
3