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ZED-42 Adventure Game
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1. the classic point n click adventure game Realizing our limitations most of which are imposed by a tight schedule beyond our control we have no ambition to make a game that is totally ground breaking and revolutionary in any field but we are planning to introduce several improvements to the current adventure game standards in areas ranging from graphics to story telling 1 1 Background and Purpose KTH GA KTH Game Awards is a competition where the contestants create game demos for the general public The games are then judged from their appearance their feeling and their documentation What we seek to create is a game not too hard to implement but that could still fit in this course During our first meetings several ideas were discussed After settling with the adventure game idea the subject was changed to what the story would be about Among the suggested stories there were mostly Greeks ghosts and robots We decided to implement the robot idea mostly because it was the easiest choice to design 1 2 Requirements and Limitations The goal of the project is to be able to present it in the KTH GA sessions in the end of April For this it is only required that the game is a demonstration copy of the game This imposes two important restrictions The game does not have to be complete and it does not require to run on every platform available This section deals with the requirements and limitations of ZED 42 1 2 1 Fu
2. Modules d ab 2a GSA e re STA LL 5 2 21 Game bogie vei skr see G Fa GA ed 5 222 Script Engine aia ose eh Mole Go Sak kn 5 2 23 Animato a a GS Ke A Bees 5 2 2 4 User Interface o o 20020008 5 2 2 5 Graphics Rendering 00 0 6 2 2 6 Physics Simulation Como 6 2 2 7 Resource Management 222 rar onen 7 2 2 8 Error Handling 4 6 4 0 sv sd ke en nee 7 2 2 9 Sound Playing 4 346 4 sr syr pe SG or Ga hee oes ek A 7 2 2 10 User Input 2c cw ne ee AAA 7 22 11 Mathematics rr 2 eal ol gl al Hook RR AS 7 23 Story Outline aaa bas erde eA EE ee eS 7 2 4 User Interfaces to ii BA KAT seas Sess ted ed 8 3 Organization 10 gel Method va Sea neuen ded aan amp SLANG eed 10 3 2 Administration 0 0 2 002000 2 eee eee 10 3 3 Responsibility Distribution 0 0 10 3 4 Project Schedule 2480 a ee EEG i 11 3 9 Documentation 205 aa aaa ale l ks ae 11 4 Risk Analysis 13 Chapter 1 Introduction Our aim is to construct a game which combines classic adventure game elements with the possibilities offered by modern PC hardware We strive to provide the player with a more flexible and creative environment than has traditionally been offered in this genre avoiding unmotivated limitations and allowing problems to be solved in more than one way While adventure games tend to use 2D graphics ZED 42 will be in full 3D However we strive to maintain the overall feel of
3. We will fail The best we can do is to fix the critical path through the project and hope that at least that path will be correct To minimize the risk of scheduling gaps regular meetings will be held to update each project member on the status Too many ideas The game we are to implement is a game demonstration of a big game It doesn t need all features or odd bolts This also means that we must limit our implementation and design to specific parts that are to work well during the demonstration Again there is a risk that too much time is spent on low priority tasks No collaboration Without regular meetings there is a risk of tasks being done by individual team members without others knowing they are being taken care of This ultimately leads to task duplication and drift in schedule Forgotten details A consequence of prioritizing in a bad way things may be forgotten Thus as above scheduling is everything since knowing when to do something requires that we know that it should be done Ill team member The game is build around a 3D game engine called Raven This is a closed source sub project of ZED 42 with only two mem bers working on it If one of them would get ill or sick the whole project may be in jeopardy 13
4. ZED 42 Adventure Game Preliminary Specification Patrick Broman d00 pbrQd kth se Tommie Gannert d00 tga d kth se Josef Grahn d00 jgr d kth se Mikael Hedberg d00 mhe d kth se Johan Ljunglid d00 ljQd kth se Niklas Lundstr m d00 nlu d kth se Thomas Westerb ck u19e52s2Qd kth se Project Initiator KTH GA s Yashar Moradbakhti February 2003 Abstract This document is an introduction to the adventure game ZED 42 It is a game constructed for the Game Awards competition in Spring 2003 The document has three main parts The first part is the general introduc tion to the game and it s background It also documents the system requirements for the final game The second part contains the bulk description including a draft manuscript of the adventure the modules of the game design and a sketch of the user interface In the last part organization and administrative duties are discussed This includes team organization design paradigm documentation and risk analysis For ease of reading the risk analysis is a separate chapter Note that this document is a draft of the game design It is not intended as a user manual Contents 1 Introduction 3 1 1 Background and Purpose o o e 3 1 2 Requirements and Limitations s oo 3 121 Functions 2 dogs Ey BEGGE blek nee 4 1 2 2 Hardware and Software 4 4 2 Solution Design 5 2 1 System Diagram e oc sk eee sg a a eee ee 5 22
5. athematics Figure 2 1 Diagram of subsystems in ZED 42 should not be larger than one can reasonably expect it to be possible to present with an arbitrary user interface If a possible interface can not handle all the actions simultaneously interface functions could be expanded and turned more abstract in order to accommodate all features 2 2 5 Graphics Rendering Rendering the graphics is the responsibility of the rendering module It consists of classes that take a description of a 3D scene and turn it into a picture on the screen 2 2 6 Physics Simulation The physics simulation system will be responsible for checking if the line created into the scene when a user clicks somewhere intersects with some object in the scene i e find out what the user has clicked on 2 2 7 Resource Management The resource management module takes care of the loading of resources from disc and manages already loaded resources 2 2 8 Error Handling The error handling module is responsible for making a list of all the unhandled errors and relaying them to the right module for handling 2 2 9 Sound Playing The sound subsystem is based around emitters and the receiver The receiver receives the sound sent by the emitters which is modulated depending on where the sound source the emitter is and how it s moving relative to the receiver The sound system is then responsible for taking these sound emitters and use their sound buffers to render soun
6. d if necessary why it was done Documents should be written in parallel with development If something is changed in our work the corresponding document should also be changed possibly with a note of what was before the change 11 Week 9 10 11 13 14 15 16 17 Script Lang Manuscript pe Controller Sound System Tools Research gt User Interface Prel spec Risk analysis ft File Loader Scripting r Modelling m Sounds Ks _ s_ Music Textures Testing Figure 3 1 Project Schedule Weeks Overview 12 Chapter 4 Risk Analysis There are rather few risks that we deal with in this project This is due to the fact that we have only two requirements for the production To deliver in time and to make it show something In the following list we have tried to write down the worst risks in decreasing probability order 1 Wrong priority assignment With this we mean that too much time is spent on one thing perhaps unnecessarily while others more important parts are discarded The solution we hope is based on the personal responsibility where each person on the project has a responsibility for one small part of the project The drawback of this might be the tendency of programmers to concentrate on parts that are fun to implement Bad scheduling It will not matter how much we try to be on the time schedule of the project
7. d onto a hardware sound output device 2 2 10 User Input The user input module is responsible for taking keyboard and mouse input and relaying it to the user interface module for handling This module is also known as controller 2 2 11 Mathematics The mathematics module contains all necessary mathematics classes needed for doing e g vector math matrix math or quaternion calculations 2 3 Story Outline ZED 42 is a little worker robot For as long as he can remember he s been standing at the same assembly line drilling identical holes in identical parts He doesn t really mind though He s not programmed to Even if he was there wouldn t be very much he could do about it since his movement is restricted by a power cable connecting him to the local power supply Ironically the very same cable will soon be ZED 42 s ticket to freedom The story starts off with cut scene A bunch of robots are standing in some sort of conference room addressed by a human from a television screen They are informed that the xxx robots in section yyy are to be terminated Some of the robots look at each other but soon they are nodding in unison with the other ones One day as our little robot is busy drilling holes he notices his left optical sensor is slightly misaligned He complains a little about it under his breath overheard by his neighbor robot a senior colleague that s been around the block and always has more or less in
8. e eye icon look at e hand icon pick up move and use tools cuddle and touch objects e mouth icon communicate Other actions that should be available are start stop drag open close give To be able to for example save load pause or exit the game and to settle the settings concerning sound brightness and graphic the player have to push a function button e g Fl To be able to reach inventory the player will have to drag the mouse arrow at the very bottom of the screen Then all the inventories will appear Now the player can reach and possibly combine different inventories I works sort of like the icon row of MacOS X Figure 2 2 design sketch for the user interface Chapter 3 Organization Since the project includes a large number of very different tasks we have decided to categorize the work into separate areas and to assign a supervisor for each area The supervisor is responsible for assembling a work group and to make sure all necessary work is done in his area To ensure that crucial design decisions can be made even when opinions differ among the project members we have also appointed a group member as technical lead and one as art lead with the authority to force a decision if necessary Of course we also have a project supervisor that coordinates the whole project and makes sure every task is assigned a supervisor 3 1 Method We have chosen to work mainly according to the eXtreme Pr
9. n the room They will give the robots a few minutes alone to say their goodbyes and when they return recycling will commence As they leave the room ZED 42 is given an opportunity to hide Since he is no longer connected he can move about freely Once he has managed to hide behind the door the executioner robots will return and start disconnecting ZED 42 s friends ZED 42 now has the chance to escape through the open door Once he does there is a small cut scene Just as he steps outside the door a cleaning robot comes and kicks ZED 42 down the disposal tube The other end turns out to be located outside the factory and leads to a container So our hero lands in the container Now he has to get out 2 4 User Interface Executing an action e g to examine an object is done by right clicking with the mouse Then a menu with different icons will appear Then the player will push the icon that executes the desired action There will be as few icons as possible and they will be comprehensive Then pushing a certain icon may cause different actions at different situations For example pushing the hand icon may cause that the robot picks up an object but could also cause the robot to cuddle the robot cat To avoid ambiguity if there are many actions that could be executed with one icon in one situation the icon will possibly show sub menus at that situation Below is shown some icons and actions that could be executed
10. nctions In the game you are ZED 42 a quite anonymous little factory worker robot that finds himself experiencing more excitement than he was programmed for as far as he knows anyway He embarks on an epic adventure in a futuristic world populated by robots unraveling secrets about himself and the world around him exploring a wide variety of environments and meeting many eccentric dangerous and funny characters When first entering the scene you as the player will be given the chance to explore an entire new world with as few limitations to the degree of freedom also known as DOF as possible This is one of the reasons to use a 3D accelerated game engine The player will be able to pick things up to use them and to move in the surrounding environments 1 2 2 Hardware and Software The game will be demonstrated in public during the KTH GA demo day For this the competitors may choose any hardware to play on Because of the high 3D complexity of the game the Microsoft Windows platform will be the target platform although very little in the game is platform dependent A 3D accelerator will most certainly be necessary for playing the game without getting frustrated Chapter 2 Solution Design 2 1 System Diagram The ZED 42 game system is built up mainly of two parts the engine and the driver part The engine is a framework with the project name Raven Around the Raven framework is all the driver code with logic user interface sta
11. ogramming scheme although with two exceptions We will usually not write program code in pairs and some parts of the code i e the game engine is not regarded as the property of every project member 3 2 Administration Coordination between the group members is apart from informally during our work managed with weekly meetings and by using a Wiki page i e a web page that any member can edit in an easy way 3 3 Responsibility Distribution The project s many parts have led to the need for supervisors of some of these They are all listed in Table 3 3 10 Project Supervisor Josef Grahn Technical Lead Mikael Hedberg Art Lead Patrick Broman Engine Design Josef Grahn Mikael Hedberg Game Logics Niklas Lundstr m Sound Mikael Hedberg Music Thomas Westerb ck Documentation Tommie Gannert Story Niklas Lundstr m Textures Johan Ljunglid User Interface Patrick Broman Table 3 1 Team members responsible for each part 3 4 Project Schedule An overview of the project schedule can be seen in Fig 3 4 This is a rough planning of the different phases and modules of the project 3 5 Documentation All work done in the project will be extensively documented All code should be well documented using JavaDoc style comments allowing us to auto generate documentation using Doxygen All work not concerning code should also be well documented with at least a document saying what has been done and how it was done an
12. rtup and anything else specific to the game itself diagram of these two parts and their contents in form of modules can be found in figure 2 1 2 2 Modules 2 2 1 Game Logic The game logic consists mainly of interactable objects which are objects in the world of the game and events which are things that happens in the game possibly affecting objects in the game Events are triggered by actions of the player and by other events Every event also has a set of conditions which must be fulfilled before the event takes place An action might have different results depending on what has happened earlier 2 2 2 Script Engine All information about the Events Objects and Triggers will be specified in a script file that is read on startup of the game 2 2 3 Animation The animation module is responsible for animating the scene as a reaction to events that happen in the game logic 2 2 4 User Interface The implementation should separate graphical interface from functionality There should be a set of actions that can be executed regardless of the in terface which only exists to make these actions available The actions should be designed to fit within a clearly defined interface i e that the set of actions The Zed 42 game system User Interface Script engine Animation The Raven Game Engine Framework Graphics Rendering nd playing Physics simulation r input G Aa H Resource management Error handling
13. teresting advice to offer Kid you better get that fixed You ve gotta stand up for yourself y know Don t let them push you around boy if your sensor s misaligned it s the maintenance robot s Man Damned responsibility to fix it See that lazy pile o junk there in the corner That s the maintenance bot Get him over here and he should have you back in tip top shape in no time The maintenance robot is standing just across the room so ZED 42 decides to call him The maintenance robot looks confused as if he had been lost in thought but once he s figured out who was calling him and why he starts moving towards ZED 42 Unfortunately the maintenance bot just had his new wheels installed so his precision leaves much to be desired Instead of stopping next to ZED 42 he trips over his power cable and leaves ZED 42 entangled in it ZED 42 repeatedly tries to untie himself but manages to end up more tied up each time He screams at the maintenance robot ordering him to free him immediately The maintenance robot attempts are futile however and seeing ZED 42 getting ever angrier forces him to offer another solution which he isn t really allowed to do namely to give ZED 42 a battery back and disconnect him temporarily He does and just as the cable is disconnected two robots enter the room We recognize the newly arrived robots from the cut scene and they an nounce their assignment to disconnect all the robots i
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