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wiki:projects:tetris:design_doc [2009/07/28 18:09] – created jeffwiki:projects:tetris:design_doc [2020/11/19 14:21] (current) – external edit 127.0.0.1
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 ====== Design Document ====== ====== Design Document ======
-[[design:design_doc]]+[[design:design_doc|Reference]]
  
-Based on the genre of the game, choose the corresponding section below.  The parts that apply to any game are the story, intro, Menu System, Camera View, Engine, and the External Game Elements.  Requires Gaming Section Manager's approval. 
  
-Game art (not necessarily the final art) will be showcased in the corresponding section.  Some examples:+===== Story ===== 
 +Tetris doesn't have a story.  The goal of the game is to stack blocks in as quickly as possible.  For each row that has no opening it will be cleared and points will be awarded.
  
-[[http://lostgarden.com/2005/05/spacecrack-game-concept-sketches.html|Another Opinion]] 
  
-[[http://halo.bungie.org/conceptart/|And Another]]+===== Intro ===== 
 +The intro for this game is the logo for tetris then a fade to the menu.
  
-Level design for any game: 
  
-[[http://www.gamasutra.com/features/19990416/level_design_01.htm|Game Level Design Walk Through part 1]]+===== Menu System ===== 
 +The menu will consist of the title for the game "Tetris" at the top In the middle will be all of the high scores for the game and at the bottom will be the play button The play button will be able to be activated by either the left mouse click or the enter key.
  
-[[http://www.gamasutra.com/features/19990423/level_design_01.htm|Game Level Design Walk Through part 2]] 
  
-[[http://www.gamedev.net/community/forums/forum.asp?forum_id=17|Level Design Forum]]+===== Controls ===== 
 +The controls for this game are simple and cannot be changed in game The enter key on the menu will initiate the game The left mouse click on the play button will also initiate the game.  During game play the user will be able to use the arrow keys to move the pieces.  The left and right arrow keys will move the piece left or right on the screen.  The up and down arrow keys will rotate the piece either clockwise or counter clockwise.  The space bar will pause and un-pause the game.  The ESC key will return the game back to the menu.
  
-===== Story ===== 
-This should be a separate document that is as complete as possible. 
- 
-===== Intro ===== 
-This is the opening scene of the game, whether it is a movie, splash screen, or a flash of the title.  Be as descriptive as possible and supply a story board when necessary. 
- 
-===== Menu System ===== 
-This is the upfront and in-game menu system.  Be as detailed as possible with concept art and font types. 
- 
-===== Controls ===== 
-Describe in detail how the control system will work and how the user can change it. 
  
 ===== Sounds ===== ===== Sounds =====
-Describe the background music and event sounds that will need to be created.  Also, discuss any voice acting that needs to take place.+The background music needs to be a short repeatable loop that doesn't get on one's nerves.  The music will be slow at lower levels and sped up at higher levels.  This change in speed should be handled programmatically.
  
-===== Camera View ===== +The sound effects will be a crashing sound for the blocks locking into place.  The removal of a line will be a cheaful soundsomething along the line of bells.
-This is the in-game camera view.  Identify where it is to be placed: first personsecond person, third person, or side.  Also, describe how the camera moves within the environment.+
  
 +The movement of a piece could have a "click" sound associated with it.
  
  
-===== Engine ===== 
-Describe each of the characteristics about the game engine or provide an assessment of a few game engines based on the following: 
-  *Easy of Use 
-  *Cross-Platform Compatibility 
-  *Look-and-Feel 
-  *Support 
-  *Availability 
-  *Extensibility 
-  *Cost 
  
-[[http://www.devmaster.net/engines/]] 
  
-[[http://en.wikipedia.org/wiki/List_of_game_engines]] 
  
-[[http://ludocraft.oulu.fi/elias/dokumentit/open_source_game_engines.pdf|Heavy Reading]]+===== Camera View ===== 
 +This is a strait on view of the board.  The camera will not move.  Reference the concept art [[wiki:projects:tetris:conept_doc#concept_art|Game Board]].
  
-===== Action ===== 
  
-==== Main Character ==== 
-[[http://www.cvrpg.com/images/sprites/Sprites-AlecBlue.gif|Character Action Images]] 
  
-[[http://sdb.drshnaps.com/sheets/Media/Other/Other/InuyashaPS.png|A Full Character Action Sheet]] 
  
-==== Enemies ==== 
- 
- 
- 
-==== Levels ==== 
-[[http://en.wikipedia.org/wiki/Level_design|Game Level Design Definition]] 
- 
-[[http://www.themushroomkingdom.net/images/maps/smb3_lost01.gif|Mario Level Map]] 
- 
-[[http://soniczone0.com/games/sonic1/marble/s1-mz-act2map.png|Sonic Level Map]] 
- 
-==== Weapons ==== 
- 
- 
-===== RPGs ===== 
- 
-==== Character Growth ==== 
- 
-==== Statistics ==== 
- 
-==== Combat ==== 
- 
- 
-===== Adventure ===== 
- 
-==== Story ==== 
-The story is everything 
- 
- 
-==== Puzzles ==== 
-Identify the location of the puzzles within the story.  Also, describe the puzzles indepth. 
- 
-==== Exploration ==== 
-Go into detail about where and what the player can do in each area.  Is it a linear area or can you just wander around?  The more they can wander the better. 
- 
- 
-===== Strategy ===== 
- 
-==== Resources ==== 
-Identify all the resources available to the player.  Also, try and set an idea of how much (this will be tweaked over the development of the game).  The resources are everything in the game from guys to gold. 
- 
-==== Teams ==== 
-How many are there and what style of game play do they employ. 
- 
-==== Units and Weapons ==== 
-Describe all the units and or weapons that will be used in the game.  Be as detailed as possible. 
- 
-==== Artificial Intelligence ==== 
-At a minimum describe how the AI should behave.  This piece is more for the expert to go into great detail.  Work with the expert closely to get a good design. 
- 
-==== Testing ==== 
-For a strategy game, testing will be part of the development more so than the other genres.  Take this into account and go into some detail as to how it will be worked into the development cycle. 
- 
-==== Missions ==== 
-Describe all the missions within the game.  Also, include the mission objectives for each mission. 
- 
- 
-===== Simulations ===== 
-Decide if this will be a identical replica of the real world or if it will be something that's familiar to the real world but is not technically accurate. 
- 
-==== Physics ==== 
-If this is a replica then technical manuals will need to be reference.  If this will be the latter then describe how the physics will be close to the real world. 
- 
- 
-===== Sports ===== 
- 
-==== Rules ==== 
-Cite the rules. 
- 
-==== Roles ==== 
-Identify which roles the player will be.  Will he be a single athlete amongst AI or will he be coaching the team? 
- 
-==== Licenses ==== 
-This section maybe included in other genres but it is most prevalent in sports.  You need to decide if there will be any licensing.  If so, be sure what is licensed and what is not.  Anything is licensable, for instance a signature move could be licensed. 
- 
-==== Character Movement ==== 
-How will this be done?  Will you use motion capture or a highly skilled animator? 
- 
- 
-===== Fighting Games ===== 
- 
-==== Characters ==== 
-Identify the characters. 
- 
-=== Fighting Style === 
-Describe in detail what moves the character has and describe what button sequence initiates the moves. 
- 
-=== Look === 
-Does the character have a weapon?  Do they wear clothes? 
- 
- 
-===== Casual ===== 
-They are simple games keep it that way. 
- 
- 
-===== God Games ===== 
-Describe all the things a player can do in this world in detail. 
- 
-==== Artificial Intelligence ==== 
-As stated above, work with the expert in the field to accomplish what you want. 
  
 +===== Engine =====
 +This will be a simple engine that is based on a timer and a game state.  The execution loop will consist of:
  
-===== Educational Games ===== +  * get user input 
-What is the player to learn by the end of the game.  Describe the game in detail.+  * calc movement 
 +  * calc collision 
 +  * draw screen
  
  
-===== Puzzle Games ===== 
-Describe all the puzzles in the game.  Or if it is one algorithm that creates each level, describe the algorithm.  Also describe or create concept art for the look of the game. 
  
 +===== The Game =====
 +The play area is 10 blocks wide by 18 blocks high.  On the right hand side at the top will be the next block that will drop.  Below the next block is the player's current score.  Under the current score will be the player's current level.  At the bottom of the screen will be the game status.  The game status can be "playing", "paused", or "game over" This area maybe clickable to pause the game.
  
-===== Massive Multi Online Games ===== +The scoring is as follows:
-This is an addition to one of the previously mentioned genres.  The components that make it online is the communication infrastructure for the clients and servers to talk.+
  
-==== Server ==== +  * 1 line cleared. level*40+40 
-Describe what the server will store and process.+  * 2 lines cleared. level*100+100 
 +  * 3 lines cleared. level*300+300 
 +  * Tetris - 4 lines clearedlevel*1200+1200
  
-==== Client ==== +The level advance is calculated based on the score and is based on 5000 point increments The speed at which the blocks fall will be based on the level as well:
-Describe what the client needs to display the gameWill there be in game chat?+
  
-==== Packets ==== +  * level * vel
-What data needs to be transmitted between the client and server.  Try to keep this as small as possible.+
  
-==== Interface ==== +The user loses when the blocks reach the top of the screen.
-The interface will need to contain a piece to find games and or other players.+
  
 +===== Scoreboard =====
 +The scoreboard for the game will be integrated into the menu as mentioned above.  At the end of play (when the user loses) the game will return to the menu but if the user scored high enough to get on the scoreboard then the play button will be replaced with an enter initial dialog.  The user can enter their initals then hitting enter will submit there initials to the scoreboard.
  
 ===== External Game Elements ===== ===== External Game Elements =====
wiki/projects/tetris/design_doc.1248804591.txt.gz · Last modified: 2020/11/19 14:21 (external edit)
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