Wednesday, 25 March 2009

Implementation - First Steps

We have added a sprite and a background in XNA and given basic controls to the sprite to allow him to move left with the left arrow or right with the right arrow.

This is the corner stone of any 2D sidescoller and is the first step in our implementation.

Here is a screenshot:

Tuesday, 10 March 2009

Initial Research




Group Name: Bonesmugglers
Game Name: Bodycount

Initial Research
The game we are designing is to the theme of a 2D side scroller of which there have been many previously successful titles. It is a popular genre of game and remains such despite the rise of 3D games and ever improving graphics engines.

Moon Patrol



Moon patrol is a basic side scrolling shoot‘em up in which the player controls a moon buggy whilst avoiding obstacles on the ground such as craters and shooting enemies. It is an example of one of the first ever side scrollers and was first released in 1982.

Both these principals of avoiding obstacles and shooting enemies are very strong in side scrolling and platform games to this day and in our game ‘Bodycount’ we hope to implement both these concepts.

Sonic the Hedgehog


One of the most recognisable characters in video games is Sonic the Hedgehog which has all the qualities of a typical platform, side scrolling game.


Super Mario
Perhaps the most renowned video game series of all time is that of Nintendo’s Super Mario which follows these basic principals.




From the early versions of Mario such as ‘Super Mario Land’ to much more current titles the core gameplay and ideas have stayed the same to a large degree. These concepts include jumping on opponents to disable them, collecting powerups and progressing to the end of each level.




As seen in this screenshot of the much more recent ‘Super Mario World’ available on the gameboy advance the graphical style has stayed the same while being improved to a much more aesthetically pleasing level.

For the game we are designing we would hope to implement graphics of a similar quality to this with its own unique style. Also we are aiming to implement concepts such as level progression and boss events.

Metal Slug
In terms of the theme of Bodycount, we are aiming at something along the lines of a platform game called Metal Slug that was released in 1996.



The game is known for its humour as well as its fast paced action and multiplayer functionality.

Although the fluid animation and excellent artwork may be out of our reach at this point, the theme of the game and many of the concepts we do hope to imitate. Rapid action, multiple weapons, lives, health and bosses are but a few of the things we hope to implement that can be seen working well in Metal Slug.

Conclusion
Overall we aim to implement a basic 2D side scrolling platform game with game concepts which are proven to work by many years of successful games in the genre. Side scrolling games are not as popular as they used to be with the emergence of increasingly realistic graphics and more possibilities, however the genre is still popular on some consoles and especially on handheld devices.

Bonesmugglers Initial Game Ideas

Our initial ideas and aims for our XNA Assignment as follows...

Group Name:

Bonesmugglers

Group Members:

Edgar Nightingale 0705003
Tom Parkin 0704494
Andy Cox 0709769
Tom Derbyshire 0706434

Game Idea: 2D side scrolling/platform game

Brief/Outline:

Platform/Shooter
Enemies

Splash Screen/Menu
Possible Narrative

Core game play elements:

Player – Controls:


Ø Shooting
Ø Jumping
Ø Crouching
Ø Movement (Left and Right)

Enemies – AI:


Ø Target Player and Shoot
Ø Variations of Enemies
o Damage
o Speed
o Other Customisations

Ø Boss Character – Health

Game Play:

Ø Get to the end of a level without dying and defeating boss.
Ø Pure Shooting Game
Ø Checkpoints
Ø Level Progression
Ø Health.
Ø Lives.
Ø Score carries through game defeating enemies and bosses give you our current score, possible other objectives.
Ø Possibly add vehicles.
Ø Game difficulty increases as game progresses.
Ø High score/Game Over Screens.

Power – ups/Items:


Ø Lives.
Ø Gun power-ups, different type of guns.
Ø Player power-ups.
Ø Score items ‘rings’.

Assets:


Ø Sprites
o Characters.
o Bullets.
o Items.
o Background.
o Splash Screens

Ø Sound Effects/Music