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Nuclear Gecko www.nucleargecko.com Dwaine Hewitt Jr.– Director Chris Clark – Artist Scott Seeley – Sound Lead, Web Admin David Hinton – Lead Programmer David Gutierrez - QA Organizational Chart Game Proposal Overview Game title Game play description Target audience The lure of the game
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Nuclear Geckowww.nucleargecko.com Dwaine Hewitt Jr.– Director Chris Clark – Artist Scott Seeley – Sound Lead, Web Admin David Hinton – Lead Programmer David Gutierrez - QA
Game Proposal Overview • Game title • Game play description • Target audience • The lure of the game • User interface • Level design • Target platforms • Key technologies • Intellectual property www.NuclearGecko.com
Game Title Sudden Drop www.NuclearGecko.com
Interface FEATURES • Endurance meter • Cave Network Map (CNM) • Weapon/Item Inventory • Speedometer • Cave view • Falling entities view • Multiplayer www.NuclearGecko.com
Target Audience • Everyone 10 and older (E10+) • Genre: Adventure/Racing • Themes/Warnings: Cartoon Violence, Minor Gore www.NuclearGecko.com
Game Play • BASIC CONCEPT: Freefalling through a tunnel network trying to get to the core or central point of various planets. • L, R, U, D CONTROLS: Can move left, right, up and down to avoid hitting walls or obstacles. • FAST SPEED CONTROL: One button to give a boast of speed. Limited use. www.NuclearGecko.com
Game Play continued • SLOW SPEED CONTROL: Use another button to slow yourself. Also limited use. • COLLECT ITEMS CONTROL: A button to use any type of special items you gain while falling.
Technologies • C# Programming Language • XNA IDE • Graphics: Static 2D layers that get smaller and fade to give depth to the look of freefalling. Slowly have them come up to give the feeling of falling. • Sound: will be created and converted using XACT, XNA’s sound component. • Platform: XBoX 360, PC. www.NuclearGecko.com
Level Design • Main tunnel: Start off in a main tunnel then have branches off into side tunnels that are randomly created based on set models we have for each. • Branches converge: At different points branches converge so we can have special events that each time, you must go through. (like a cave in with rocks you have to avoid etc.) • Collecting items: Items such as power-ups that enables slowing yourself for a short time (item example: a parachute). And items to increase your endurance to slow / speed yourself up. www.NuclearGecko.com
Intellectual Property • All objects that will be used by our team for the final project will be the intellectual property of NuclearGecko. • Code Policy • Tutorials and other projects • Our own code www.NuclearGecko.com
Project Management • Milestones: To be determined, prototype being worked on now • Schedule: Microsoft Project • Bugs: Mantis • Meetings: Weekly, IM, Physical Meeting • Progress reports: done by way of IM logs and official reports in Adobe Dreamweaver
Game Lure • Simple concept • Casual to hardcore gamers alike will enjoy! • Different, distinct races • Different motives and endings • Attractive interface, complete with item collections and power-ups. www.NuclearGecko.com
Game Lure • Tribute to old arcade games such as Tempest • Enhancing on the current concept and making multiplayer adjustments (later) www.NuclearGecko.com
Nuclear Geckowww.nucleargecko.com www.NuclearGecko.com