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Skylark3D: Mid Exam (Practical Scripting)

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SKYLARK3D

MID EXAM ( PRACTICAL SCRIPTING)


JAVARIA MALIK 191873
SUBMITTED TO DR.HAMEED UR REHMAN
BSGM V
GAME DESIGN DOCUMENT (GDD) TEMPLATE

Game Name: SKYRISE3D

Genre: 2D Platformer

Game Elements:
Player has to pause the cube at exact time so that its area match the area of below one. Otherwise the new resapwning cubes
Gets shorter and shorter.And the game difficulty keeps on increasing.

Player:
Single Player

TECHNICAL SPECS

3d Graphics

View:
2d Camera perspective

Platform:
PC

Language:
C#

Device:
PC

GAME PLAY
The entire gameppay is based on respawning the cubes and placing them exactly over one another. If the player fails to
Place the cube exactly over the previous. The area of each new respawned cube gets smaller and smaller until it becomes so
small that It is impossible to place that cube over the previous one. And that is exactly the fininshing condition. when the player
fails to place the cube over the previous one so that it is not touching the prevous one the game ends.

Game Play Outline


This outline will vary depending on the type of game.
•Splash screens game logo splash
•Main Menu
• Day AND Night mode
• Character Minion/Dancing animation
•Player has to pause the cube using mouse
• No winning condition it is endles game with score increment.
•When player fails to meet the score increment condition game ends
•End
•?
Key Features
Minion Character
Minions theemd UI
Dancing Minion in game modEL

Game Flowchart
The game flowchart provides a visual of how the different game elements and their properties interact. Game flowcharts should
represent Objects, Properties, and Actions present in the game. Each of these items should have a number reference to where they
exist within the game mechanics document.
•Menu
•Synopsis
•Game Play
•Player Control
•Game Over (Winning and Losing

End Game

GamepLAY
If fail
Play mODE

Enter Game
Options Night Mode

IF paused

Options Day Mode


Exit
menu

User Interface (UI)


This is where you’ll include a description of the user’s control of the game. Think about which buttons on a device would be best suited
for the game. Consider what the worst layout is, then ask yourself if your UI is it still playable. A visual representation can be added
where you relate the physical controls to the actions in the game. When designing the UI, it may be valuable to research quality control
and user interface (UI) design informatioN

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