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Game Theory
Drama Dash Drama Dash is based on our understanding of Game 3.0.The story took place in a theater made by paper boxes. Players should control different characters to perform versatile dramas to satisfy the audience.
Drama Dash Trailer
Audience System
•The purpose of this game is to satisfy audience’s requirement.
•The requirement is changing frequently, different UI faces stand for different requirements.
Watch Drama Dash Trailer Again
Comparison
Traditional ACT game
Drama Dash
Collect Properties Fight against bad guys
Extinguish enemies
Fight against bad guys, get to a destiny, save the princess.
Satisfy the audience
Opening Criterions
•Each character in the game is made by a paper box, so as to remind players of their childhood.
•Plenty of scene properties•The game could randomly generate scenes or let players build up their own scenes.
Opening Criterions
Expecting double–character mode:Expecting double–character mode:
•Your teammate will automatically follow you.
•You can hold your teammate, but could not run fast in this mode.
Two actions of holding your teammate:
•Climb to a higher place.
•Throw as a weapon or to a place far away.
Other Modes
Character Properties
Other effects for exaggeration:
•Cannon, use your teammate as a cannon, throw air bullets to defeat your opponents.
•Skateboard, step on your teammate as a skateboard, then you can speed up like a rocket.
•Giant, become a giant and destroy all other opponents in the scene.
GameEngine ObjectSystem
Player AI
GameLogic
Physics
ModelFiles MusicFiles ScriptFiles
System Architecture
Mode Switching
C GameLogic
C NormalDragonLogic
C PrincessLogic C HeroLogicC DragonLogic
C ReverseDragonLogic
Utility of Engine
Market Potentials
•Drama Dash is designed for almost all kind of players. The art design of paper box would remind most of us the wonderful memory of childhood. It is a relaxing game especially for family get-together or online battle.
•Simple control options which could be easily deploy to multiple consoles and is easy to learn.
•The deployment to Wii, XboxLive, PSN and PC are in plan.
Project Planning•W1: Concept Design, Requirement Analysis, Framework Design.
•W2: Character Design, Model Import Testing.
•W3: Scene and Property Design, Texture and Lighting Testing.
•W4:UI Design, Effects, Animation and Program Framework.
•W5:Skeleton Banding, Program Module Implement.
•W6:Scene and Property Animation, Demo V1.0.
•W7:Finish All Animation, Demo Debugging.
•W8:Animation Testing, Demo V2.0.
•W9:Property Testing, Scene Testing.
•W10:Finishe all Testing, Submit Final Game.
Flow Management
Requirement Specification
Design Document
Program (alpha)
Final Product
ID
1
2
3
4
Task Name Start Time End Time Duration
8.6.2009
18.6.2009
2.7.2009
3.8.2009 7.8.2009
3.8.2009
3.7.2009
19.6.2009 10d
12d
23d
5d
OOA
OOD
OOP
Game Test
Gantt Chart
Our Purpose
•The purpose is to design a game created by player their own hands. Immerse player to be a Dreamer as Dare 2009 has two components: DREAM and DO.
•Though the theory of Game 3.0 is huge. We try to focus it on the PC demo as a breakthrough point.
•Dare to be Digital is a perfect platform for all talented students like us. Hope we could show our thoughts to the world one day.