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Explore the intersection of games and computer science by creating an original, fun game based on survival events in a made-up town overrun by zombies. Learn to develop structured software using UML and Game Maker, focusing on educational elements without compromising enjoyment. The project includes contextual surveys, literature reviews, game design, and implementation, with a specific emphasis on technical performance, correctness, and usability testing. Dive into survival skills and player stats management while navigating through choices and challenges in "Cursed Undead" to reach safety or face the consequences. Experiment with game elements like minimaps, movement controls, and AI interactions while aiming to tell a compelling story as players progress in an evolving environment. Embrace the excitement of developing a game from scratch and testing its functionality to ensure a seamless gaming experience.
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CS4099 Software Project By Tom Clark
The project • Main aim: • Show how the expanding field of games utilises CS. • Re-enforce by creating an example using structured software engineering processes and models (UML) • Game must be: • Original and fun • Based on survival of event • Educate (but not to impact fun)
Obvious constraints • Time! • Many CS related aspects omitted • Networking: multiplayer, or even massively multiplayer etc • Graphics: pixel shaders, dynamic lighting etc. • Some computational aspects: fluid dynamics, motion • Testing: not multiplatform • I have never actually written and programmed my own game before. • Challenge but really enjoying it • Using an established open source game programming kit which is free for non-commercial use and has academic background
Approach Overview • Context survey • Books, other games created under similar constraints, papers….. • Requirements capture (initially from myself!) • Central concept • Detailed rules • Feedback from game testers • Design using textual statements and UML diagrams • Controversial • Development / implementation using “Game Maker” programming environment • Testing • Technical: performance, correctness ( meets requirements?) • Usability: small but diverse group of games players
Context survey • Evaluated games made by others • “What I liked” analysis • Limited to other small non-commercial games. • Unfair not to. • Cursed Undead • by Nees Sonnemans http://www.gamemaker.nl/games_edit6.html
Literature Review • Review of many game books available. • Some websites too. • Examples: • AI • A* search, path-finding • Game design • Gender issue • Good ones now ordered for library.
Hunger • Example game • Implemented using Game Maker. http://www.gamemaker.nl http://www.starcitygames.com/images/tokens/Zombie.jpg
Main Concepts • Focus on survival. Not on violence or horror. • Enemies to avoid but player can kill them. • Plan item use. • Give the player choices! • Not too much or becomes complex. • Keep focus on goal but not forced to play a certain way.
More about the game • Set in made-up town of “Fondville” and its neighbouring island. • Became overrun by zombies called “Rot”. • Desirable feature: Tell story as progress • Single objective: Must get to cable car to main city after starting on island and survive. • Not that realistic.
How to educate • Survival skills • Limited form of education. • Use stats that player must manage. • Health • Warmth • Hunger • Thirst • Fear – Proud of this one. Not used in other games much. • Speed • Most are inter-related.
What has been done • Some documentation – some changes needed • Showing and hiding inventory. • Main menu. (Most of) • Stats – not all related to other stats yet. • Minimap • Movement – choice of controls: , WASD • Level 1 layout • Location text – Unbarricaded/Outside • “SLEEP RISK” implies risk of falling asleep!
Feedback for testing and revision • Testing by game testers • Small group • Questionnaire (Still to do) for feedback • Q: How long did it take you to figure out what to do at this point? • Q: Easy to understand without reading manual? • Not designed to replace actual software behaviour testing.
Still to be done • Update documents. • Detailed design. • Levels 2 & 3. • Items that can be picked up, stored and used. • Sleeping • Fear effects • NPCs – 2 types and their AI. • Game over/Complete screens. • In-game menu – exit safely, load, credits. • Sound effects. • Graphics (most by artist but by me in future). • Desirable features if time. • Other CS0499 course requirements.
Any questions? http://www.businesscartoons.co.uk/3803.htm