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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 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 Definition


The 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.
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Introduction
1.4 Aim and Objectives
This 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.

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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 of Super Mario Galaxy proved to be beneficial in the booming of
the game market and was awarded the Best Game of 2007 on high-profile gaming websites
including GameSpot, IGN, and GameTrailers. New Super Mario Bros. was released in 2006
and has sold 18.45 million copies worldwide. It is the best-selling game for the Nintendo DS,
and the fourth best-selling video game of all time.

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Figure 2.2.1: Super Mario Galaxy

Related work

In 2008, LittleBigPlanet paired traditional 2D platform game mechanics with physics


simulation and earning 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 Saga is a match-three puzzle video game released by the
developer King on April 12, 2012 for Facebook, and on November 14, 2012 as a mobile
app for smartphones. As of March 2013, Candy Crush Saga became 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


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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
titled Candy Crush Soda Saga was released as a soft launch by King, with a similar design
but new gameplay dynamics.
Temple Run: Temple Run is a 2011 endless running video game developed and published by
the Raleigh-based Imangi Studios. The game was initially released for iOS devices, and later
ported to Android systems.
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.

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Figure 2.2.3: Temple Run for Mobile

Related Work

Temple Run 2 features 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 Birds is a video game franchise created by Finnish computer game
developer Rovio Entertainment. The game was first released for Apple's iOS in December
2009. As of October 2010, 12 million copies of the game were purchased from Apple's App
Store and then the company started to design versions for other touchscreenbased smartphones, including the Android, Symbian and Windows Phone operating systems.
It has since expanded to video game consoles and PCs.

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Figure 2.2.4: Angry Birds Game

Related Work

In the game, players use a slingshot to 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 seasons


Angry Birds Rio
Angry Birds Space
Angry Birds Star-wars
Angry Birds Friends
Angry Birds Epic
Angry Birds Transformers

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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.

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3.1.2 Non Functional requirements

Performance Requirements
Uninterrupted game play throughout. The clock must run accurately for the timed
mini games.

Safety Requirements
The 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 Requirements
The 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 attributes


To 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

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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: 1GB

II. Software Requirements:

Game maker studio


OS: Windows XP, Windows 7

4. System Architecture
4.1 Methodology
The 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.

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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.

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System Architecture
Description:
The game that we will be developing mainly depends of 4 components:

1. Graphics
2. HUD (Heads up display)
3. Sound
4. Level

Graphics means the overall design, look, background and components of the game. It
includes:

Player sprite

Enemy sprite

Item sprite

Obstacle sprite
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Enemy screen sprite

Sprites are the visual representations of all the objects in the game. A sprite is 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.

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System Architecture
4.3 Use Case Diagram

System

New Game

Load Game

player
Settings

Exit

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Figure 4.3.1: Use Case Diagram for player


Use Case Description:
S.No
1
2
3
4

Usecase
New game
Load game

Description
Start a new game
Open the previously

Settings

saved game
Includes background

Exit

music and volume


Exits the game

System Architecture
4.4 Class Diagram

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Game

Player
-name
+plays()

Plays

+name
+display score
+update score
+newGame()
+loadGame()
+settings()
+exit()
+killMonster()
+collectItems()
+enterPortal()

Attacks

Points
+score
+calculateScore()
+updateScore()
+displayScore()
+increaseHealth()
+decreaseHealth()
+increaseLife()

Monster
+killPlayer()

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

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: Game

: Points

: Player
1 : Open game()

2 : Show title screen()


alt
3 : New game()

4 : Select player screen()


5 : Play game()

6 : calculate score()

7 : exit level()
8 : display score()
9 : return to title screen()
10 : Load game()

11 : open saved game screen()


12 : play game()

13 : calculate score()

14 : exit level()
15 : display score()
16 : return to title screen()

17 : settings()

18 : show settings screen()


19 : return to title screen()

20 : exit()

Figure 4.5.1: Sequence Diagram of the system


System Architecture

Description:
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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
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Open game

Existing player

No
Yes

Exit

Settings
Load game

New game

Play game

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. Conclusion
5.1 Conclusion
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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.

5.2 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
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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-nokia5130c5130s40lg/
angrybirdsdownloadforpc.blogspot.in/

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