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2D Game Pitch Legend of Seth the Bard. Andrew Claus Greg Conklin CIS 487/587 Fall 2009. Game Features. Sierra-Style Interface and Gameplay The Legend of the Red Dragon related Storyline 30 Different Rooms to Explore 2 Major Questlines 5 Different ways to Kill the Red Dragon
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2D Game PitchLegend of Seth the Bard Andrew Claus Greg Conklin CIS 487/587 Fall 2009
Game Features • Sierra-Style Interface and Gameplay • The Legend of the Red Dragon related Storyline • 30 Different Rooms to Explore • 2 Major Questlines • 5 Different ways to Kill the Red Dragon • 4 Sad Endings • 1 Happy Ending • 7 Different ways to Die • 5 Random Forest Events • 3 Hidden Objects
Game Story Abstract • Continues storyline of the Legend of the Red Dragon • A town which is haunted by a legendary Red Dragon is looking for a hero to save their land from the frequent disturbances • Various heroes have trained years to hunt down and slay the Red Dragon • Many have attempted to slay it • Some boast to have killed it • Most do not come back alive • Seth the Bard, a local tale spinner, armed with the knowledge of past heroes, has vowed to stop this menace once and for all
Appearance • Classic Point-and-Click adventure/puzzle game • 80’s Sierra / Lucas Arts style • 8-bit graphics style • Static 3D landscape backgrounds • Dynamic sprites placed on top of background • The user can move the character in all 4 directions on each screen (north, south, east, or west), and when the player reaches an edge, the screen changes to the next scene in the respective direction. • Once the final scene is reached, the player will loop back to the opposite side of the world. • Medieval/Fantasy setting
Appearance contd. • Screenshot from Legend of Seth the Bard
Player Roles • Player controls the main character, Seth the Bard • Main goal • Kill the Red Dragon • Sub-goals • Find/acquire items needed to slay the Red Dragon • Complete various side-quest objectives • Discover interesting treasures/artifacts/locations • Exploration • The player can explore most of the world without restriction, additional areas can be unlocked by figuring out the puzzles
Available Player Actions • Mouse actions include: • Walk to location • Interact with item • Look at item • Talk to person • Open inventory • Look at inventory item • Use inventory item • Keyboard actions include: • Start/stop walking (north/south/east/west) • Save/Load game
Strategies and Motivations • Talk to the locals to get additional story, information, and hints • Find useful items in the game’s landscape • Use the “look at” function on landscapes and objects to get additional information and hints • Use or barter the items found to receive new items, or progress game play in a logical fashion • When confronted by enemies, run away
Level Summary • Main town • Main buildings and characters found here • Inn, weapons shop, armour shop, training hut • Forest • Creepy forest area • Enemies can be found here • Farmer Fields • “Other Places” • Mysterious location • Dragon’s Den • Location of the Red Dragon
Story Progression • The player will start inside of the Inn with no inventory and little story information • This will force the player to talk with the locals in the town to gather more information and location hints • Upon exploration of the available areas, the user will be able to find objects which can be used to progress the game • Trading objects with non-playing characters • Combining objects to form new objects • Using objects to open new locations • Once the player finds and uses all objects in the intended manner, the player will have the ability to find, confront, and kill the Red Dragon
Hardware & Software Specification • Hardware • Modern PC with keyboard and mouse • Video card • 320x200 or 320x240 resolution support • 32-bit color support • Software • Adventure Game Studio Editor • Scripts written in AGS Script (similar to C#) • .NET Framework 2.0 • Windows 2000/XP/Vista/7 • DirectX 5 or later • Video drivers • 320x200 or 320x240 resolution support • 16-bit color support
Algorithm Style • Adventure Game Studio Runtime Engine • Graphics drawn using DirectDraw 5 • 320x200 screen resolution, 32-bit color • Sprites used to implement animation • Coordinate based collision detection • Audio supported by DirectSound • Mouse functionality supported by DirectInput