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COMP8902 Project Design
1) Team Members:
Aubrey Mendoza - Lead Rovin Labrador
Michael Persson Nam Nguyen
Hong Dang Jeffrey Ma
2) Game:
Zombies 2014: Zombie Rights Movement is a top-down shooter for the PC that uses dual
analog sticks on the controller for movement and aiming. The player shoots and kills zombies to
survive and to reach the end of a psuedo-random generated level. There is a boss at the end of
the levels for the player to beat.
The main player, zombies and bosses have their own health. The boss have the most health
while the main player has the least.
Story:
Tagline:
The president’s been kidnapped by zombies.
(Are you a bad enough dude to rescue the president?)
Do you have what it takes to rescue the president and save the world from a zombie
apocalypse?
Rising tensions between the living and post-living factions has resulted in all-out war! Zombies
have kidnapped the president for political purposes, demanding equal rights for zombies
worldwide. Their demands include zombie voting, zombie marriages, and brains! It is your job to
rescue the president and ensure the demands are not met!
3) Roles:
Aubrey - Project Manager, Art Direction, Coding
Mike - Coding Supervisor, Levels Lead
Hong - Coding, Shop System/NPC, Audio
Rovin - Coding, Art assistant
Nam - Coding, Levels assistant
Jeffrey - Coding, Audio
4) Player profile:
● Enjoys Zombie genre/culture
● Ages 17 to 35
● Mostly male audience due to the nature of the game
● Proficient with playing with a controller, possibly keyboard/mouse combination
● Has more time to spend compared to simple mobile games
5) Features:
- Top-down shooting with twin stick (possibly keyboard/mouse combination)
The user controls the main character using both analog sticks on the controller. The left
analogue stick controls the position (x and z) of the character while the right stick controls the
facing direction. The main character can aim in all directions (360 degrees). The right trigger is
the default shooting button.
- Psudo-random environments
Pre-generated blocks of environments are made (ie: intersections, streets, rooms, narrow
passages, etc..) and are randomly placed in a level. There is always a start point and connected
endpoint. There may be some dead ends and going from point A to point B isn’t always
straightforward and there may be more than one path to the end.
- Bosses
Bosses have separate mechanics from the regular zombies. They have more health and are
usually larger than the regular zombies. They need to be killed in order to progress to the next
set of levels.
Features for this term:
General
● Spatial Audio
● Enhancements on existing audio effects (e.g.: reverb)
● Feedback sound effects (e.g.: selecting menu items, swapping weapons, reaching goal)
● Player has a chance of being temporarily diseased - impaired walking
● Improved artwork and UI
Narration
● Cut scenes - start of game, between levels, during levels, ending
● Dialogue - within cut scenes, NPCs, to main character him/herself
● Music - setting tone of narration
Audio - Main Character
● Footsteps - walking, running, different terrain
● Miscellaneous sounds - reloading, getting hurt, breathing heavy
● Buff to hear zombies - purchasable by NPC
○ zombie sounds will ping the minimap and show their location
○ ability to filter types of zombies - which type to ping the map
● If the player is diseased, a different background audio is played
○ audio data will affect how the player moves
Audio - Zombies
● Various Pitches, different moaning sounds based on size/type of zombies
● Sound effects - attacking, spitting, dashing
Audio - Boss
● Music will speed up when the boss’ health is low
Background Music
● Replacing existing audio - suited for the level
● Upbeat/fast music when there are more zombies nearby / intense activity / danger
Shop System
● Purchase different types of weapons, ammo, usable buffs
● Modification of existing weapons - damage output, ammo size, silencer
● Merchant (NPC) that the player has to find - incentive to explore
6) Tools and Risks:
Tools:
Visual Studio 2010 (for compatibility with the team)
XNA
Audacity
Photoshop/GIMP
Maya/Blender
Redmine
SVN
Google Docs
OpenAL
Risks:
- Managing a larger team
- Revisiting XNA
- Creativity with audio
- Commitments
- Half the team is unfamiliar with the existing project

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ProjectDesign

  • 1. COMP8902 Project Design 1) Team Members: Aubrey Mendoza - Lead Rovin Labrador Michael Persson Nam Nguyen Hong Dang Jeffrey Ma 2) Game: Zombies 2014: Zombie Rights Movement is a top-down shooter for the PC that uses dual analog sticks on the controller for movement and aiming. The player shoots and kills zombies to survive and to reach the end of a psuedo-random generated level. There is a boss at the end of the levels for the player to beat. The main player, zombies and bosses have their own health. The boss have the most health while the main player has the least. Story: Tagline: The president’s been kidnapped by zombies. (Are you a bad enough dude to rescue the president?) Do you have what it takes to rescue the president and save the world from a zombie apocalypse? Rising tensions between the living and post-living factions has resulted in all-out war! Zombies have kidnapped the president for political purposes, demanding equal rights for zombies worldwide. Their demands include zombie voting, zombie marriages, and brains! It is your job to rescue the president and ensure the demands are not met! 3) Roles: Aubrey - Project Manager, Art Direction, Coding Mike - Coding Supervisor, Levels Lead Hong - Coding, Shop System/NPC, Audio Rovin - Coding, Art assistant Nam - Coding, Levels assistant Jeffrey - Coding, Audio 4) Player profile:
  • 2. ● Enjoys Zombie genre/culture ● Ages 17 to 35 ● Mostly male audience due to the nature of the game ● Proficient with playing with a controller, possibly keyboard/mouse combination ● Has more time to spend compared to simple mobile games 5) Features: - Top-down shooting with twin stick (possibly keyboard/mouse combination) The user controls the main character using both analog sticks on the controller. The left analogue stick controls the position (x and z) of the character while the right stick controls the facing direction. The main character can aim in all directions (360 degrees). The right trigger is the default shooting button. - Psudo-random environments Pre-generated blocks of environments are made (ie: intersections, streets, rooms, narrow passages, etc..) and are randomly placed in a level. There is always a start point and connected endpoint. There may be some dead ends and going from point A to point B isn’t always straightforward and there may be more than one path to the end. - Bosses Bosses have separate mechanics from the regular zombies. They have more health and are usually larger than the regular zombies. They need to be killed in order to progress to the next set of levels. Features for this term: General ● Spatial Audio ● Enhancements on existing audio effects (e.g.: reverb) ● Feedback sound effects (e.g.: selecting menu items, swapping weapons, reaching goal) ● Player has a chance of being temporarily diseased - impaired walking ● Improved artwork and UI Narration ● Cut scenes - start of game, between levels, during levels, ending ● Dialogue - within cut scenes, NPCs, to main character him/herself ● Music - setting tone of narration Audio - Main Character ● Footsteps - walking, running, different terrain ● Miscellaneous sounds - reloading, getting hurt, breathing heavy ● Buff to hear zombies - purchasable by NPC ○ zombie sounds will ping the minimap and show their location
  • 3. ○ ability to filter types of zombies - which type to ping the map ● If the player is diseased, a different background audio is played ○ audio data will affect how the player moves Audio - Zombies ● Various Pitches, different moaning sounds based on size/type of zombies ● Sound effects - attacking, spitting, dashing Audio - Boss ● Music will speed up when the boss’ health is low Background Music ● Replacing existing audio - suited for the level ● Upbeat/fast music when there are more zombies nearby / intense activity / danger Shop System ● Purchase different types of weapons, ammo, usable buffs ● Modification of existing weapons - damage output, ammo size, silencer ● Merchant (NPC) that the player has to find - incentive to explore 6) Tools and Risks: Tools: Visual Studio 2010 (for compatibility with the team) XNA Audacity Photoshop/GIMP Maya/Blender Redmine SVN Google Docs OpenAL Risks: - Managing a larger team - Revisiting XNA - Creativity with audio - Commitments - Half the team is unfamiliar with the existing project