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- Sean Raborg
- Harkaranjeet Singh
- Caleb Tenney
- David Yates
The Instructor of the Dead 2 is the follow-up hit to the smash indy game Instructor of the Dead! In this game, Dr. Liu must do battle with the other professors in a free-for-all elimination match for ultimate glory! Players assume the role of a Fresno State CSCI professor and do battle with other players in a match to knock each other off of the arena and be the last instructor standing!
The game will utilize Unreal Engine for the base game engine. The game uses the Steam network for internet net-play connections. Unreal Engine uses Visual Studio for project compilation and code creation.
We are using Unreal Engine version 4.17 for the engine of the game. Unreal Engine is programmed in c++ and utilizes a visual scripting language to control the flow of the game. Unreal Engine is a powerful tool, allowing creation of assets and services. Currently we are using c++ for coding the in-game systems and using the steam networking service for net-play connections.
Unreal Engine uses Microsoft Visual Studio for its c++ encoding. We derive base classes defined in Unreal for our assets and use Visual Studio to code said assets. These classes and subclasses are then plugged into the Unreal Engine's gameplay flow to produce the game.
Steamworks integration is being used for net-play connections. Currently Steamworks is integrating using a client-server model, with one of the clients acting as a host for the rest to connect. One of the goals of the project is to create dedicated servers on client demand, and be able to administrate and control the server from outside the game.
Movement, jumping, abilities that allow progress through the level.
ID:GPR1
Description: Character movement system, governs how the player moves their character. Characters will be able to move in 3d space. Rationale: Players must be able to move their characters to do battle with each other. Dependencies: None.
Moving twice faster
ID:GPR2
Description: Allows the player character to move twice as faster as normal walk. Shift key and either A or D keys to move the character left, right respectively. Rationale: Player need to be able to move around. Dependencies: GPR1.
Jumping
ID:GPR3
Description: Makes the character jump, with optional double-jump. Jump with space-bar Rationale: Players will need to jump over enemies/obstacles Dependencies: GPR1
Shooting
ID:GPR4
Description: Shoots a projectile in the direction the character is facing. Shoot with the enter key. Rationale: Players will use shooting to defeat enemies in the game. Dependencies: GPR1
Aiming
ID:GPR5
Description: Shoots a projectile up when shooting. Aim with w for up. Rationale: Players will need to shoot objects and enemies above them. Dependencies: GPR1, GPR4
Enemy characters
ID:GPR6
Description: Enemies that will attempt to impede the player character. Rationale: Players will have to overcome enemies as part of the challenge of the game. Dependencies: None Types of enemy: 4 different enemy types.
Collision
ID:GPR7
Description: When a player and an enemy collide, or the player and a stage hazard collide, or an enemy and the projectile collide, cause damage to the afflicted parties.
Rationale: Players will take damage when contacting the enemy, and enemies will take damage when hit by a projectile.
Dependencies: GPR4, GPR6
Main Menu
ID:UIR1
Description: Main Menu will allow the user to choose new game, stage select, mobile bonus, or quit the game. Rationale: Player will need to be able to navigate to the desired screen of the game. Dependencies: None.
Intro Cinematic
ID:UIR2
Description: Intro cinematic sets the purpose for the game. Rationale: The intro will show the player the goal for playing the game. *Dependencies: UIR1.
Stage Select
ID:UIR3
Description: Allow player to select a specific stage. Rationale: Players should be allowed to choose a specific stage to play. Also can be used for debugging purposes. Dependencies: UIR1
In-game HUD
ID:UIR5
Description: Shows current in-game information to the player such as healthbar, Coins, etc. Rationale: Gives players ways to view public gameplay information. Dependencies: GPR6
Gameover Screen
ID:UIR6
Description: Shows a splash screen that the gameplay has ended. Leads back into the main Level. Rationale: Gives the player information that the game has ended, and introduce two options: Play again and End. Dependencies: UIR1, GPR6
Level functions, design, etc.
Level stage
ID:LR1
Description: The current stage that the player is attempting to finish to progress through the game. Rationale: The stages represent the totality of the gameplay, and challenge the players to complete them in order to continue. Dependencies: None.
Level start
ID:LR2
Description: Starts the player character at a certain point. Rationale: Allows the player character to spawn or respawn during gameplay. Dependencies: LR1
Level finish
ID:LR3
Description: Completes the level when the player collides with this plane. Rationale: The player's target goal within each level. Dependencies: LR1
Level hazards
ID:LR4
Description: Static or dynamic level hazards to challenge the player. Rationale: Levels will have dynamic difficulties to challenge the player in unique ways. Dependencies: LR1, GPR6 Future Features
Frame Rates
ID:NFR1
Description: Frame rates are how fast the game updates information on the screen Rationale: Frame rates must be consistent to allow the player to stay up to date with the game and to increase responsiveness Dependencies: None
Input Responsiveness
ID:NFR2
Description: How fast inputs by the player are registered and responded to by the game Rationale: The player must feel like their inputs are being responded to in real-time to allow them to play the game. Dependencies: NFR1
Graphical Fedelity
ID:NFR3
Description: The sharpness of the visual representation of what is happening within the game. Rationale: The better the graphics, the more visually appealing the game is to the player. Dependencies: NFR1
- Unreal Engine, EPIC Games Launcher.
Future Features
- Android OS for mobile version.