Advertisement

csOrbituary Design - Feedback Requested

Started by December 19, 2004 11:15 PM
5 comments, last by Krisc 20 years, 1 month ago
Preface: This is the design for my next game which I will begin work on a little bit after I finish my current game which is right on schedule for being completed this year. Anyways here you are. Feedback is requested on the general idea and whatnot. Just looking for anyones opinion on the project. :) Thanks guys! Title: csOrbituary [C# Obituary for long] Starting Date: Spring 2005 End Date: Summer 2005 Language: C# API: DirectX9.DirectDraw Project Background: This project is not intended to be a hard project at all. Rather it is intended to further learn about game design on a very basic level and recreate and old and familiar game. During the spring semester of 2004 a friend and I created a remake of Orbituary, a game programmed for the Macintosh. We used Java since we were both in AP Java at the time and we were pleased with the outcome. Now looking back at the code and the game I cannot believe my eyes that it all managed to come together. This version of the game is to further improve on the games graphical asthetics as well as the speed of the game and the overall design of the code. csOrbituary Explained: The goal of csOrbituary is very simple: knock the other guy off the screen. There can be up to six players at a time and each player is represented by a ball which has the ability to attach to several points and swing into other balls. As players swing around the points gravity accelerates the balls at different values depending on the type of gravity currently activated. When the players let go of the tether or it let goes because the tension is too great they fly off on a tangental line to the spin. The gravity then takes affect and immediately starts acting on the balls. For example, normal gravity will force the balls to start decreasing their y velocity to create parabolic motion. The other gravity values are a bit more complicated but the math is all figured out already (it has already been implemented). The game is played on a simple 2D plane with several points strategically placed to make the game harder and easier depending on where you are and what level it is. The basic point: attach to points, swing around them and then detach and knock the other player off the screen. Look and Feel: Very simplistic but at the same time trying to be as pretty as possible. No theme or anything, just text and flying balls. Maximum amount of players is six and every man is for himself. Various Notes: AI Notes: There is no AI planned as of yet. Physics Notes: 2D collisions with preservation of momentum Velocities in X and Y dimmensions Gravity (normal, reverse, none, heavy, blackhole, anti-gravity, and vortex) Individual Player Notes: Simple 2D Ball w/ the ability to "tether" and attach to the closest point. Sound Notes: This will be supplied by the original game produced in Java. Includes home made death sounds and a very funny song for the theme. DirectSound will be used. Input Notes: DirectInput from the Keyboard only. Each user is designated only one key. The specific key is responsible for two things. Attaching and Detaching from a point. When the player wants to attach to a point the closest one will automatically chosen. General Notes: The game will take place on a windowed screen with a predefined width and height. The only configurations will be those of the levels which will be fully customizable for the client to mod and even create new ones. Screenshot of Old Java Game: http://www.immane.com/e107_images/misc/design.jpg [Edited by - Krisc on December 20, 2004 1:02:28 PM]
Anyone?
Advertisement
Quote: Original post by Krisc
There can be up to six players at a time and each player is represented by a ball which has the ability to attach to several points and swing into other balls.[...]The game is played on a simple 2D plane with several points strategically placed to make the game harder and easier depending on where you are and what level it is.1

[...]Gravity (normal, reverse, none, heavy, blackhole, anti-gravity, and vortex)


Six players on one tight keyboard? hmmm..

The only effect the points have is that the balls can attach to them right?

Where does gravity affects here?

Seems like your proposal has a few holes, it's like saying my game will use shotgun bullets without saying it is a shooter..(By the way, is it shooter or shoter?)

Also try to wait at least 1 day before asking for replies... XD

EDIT: More info about gameplay and input would be nice.. the screen shot your provided just confused me more because of that line that is placed between a ball and a point.

[Edited by - Coz on December 20, 2004 11:10:26 AM]
I updated the text a little bit. Thanks for your suggestions.
Still trying to spell right the name of the game - lol
It seems that the game is supposed to be seen from a side view right? When you say 2D plane you don't say if it's top view or side view, but since you sayd they are 'flying' balls I guess it's side view.

That's why it's not defined how gravity affects the game.
Advertisement
OH! Ha...Sorry. I did not think that plane would cause the problem. It is not really a "side" view as much as it is just looking at balls falling verticly in space and all the player has to think of is the 2 directions.

This topic is closed to new replies.

Advertisement