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Noon of the Dead

Noon of the Dead. A Game Pitch by: Dustin Kelley CIS 488. Story. Jack had the day off, slept in until noon Looks outside, only to find that the whole town seems to have been transformed into mindless, flesh-eating zombies

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Noon of the Dead

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  1. Noon of the Dead A Game Pitch by:Dustin KelleyCIS 488

  2. Story • Jack had the day off, slept in until noon • Looks outside, only to find that the whole town seems to have been transformed into mindless, flesh-eating zombies • In a panic, he grabs his pistol and heads out in search for some answers • Let the chaos begin…

  3. Story (continued) • As the game progresses, Jack will encounter a few people that are still alive • The living will give him bits and pieces of information of what they’ve seen and heard, as well as safe-house locations • Eventually, Jack learns that this madness is not just local – it seems to be happening on a global scale • He takes it upon himself to find answers • Terrorist attack? • A virus that’s been dormant for millions of years? • Something from another world?

  4. Appearance • ¾ overhead view in a 3D world • User interface display • Health meter • Current weapon and its remaining ammo • Current power-up, if any • Mostly outdoor environments

  5. Player Roles and Actions • The player will be immersed into a world of chaos, and at first seems to be the only “living” person left • Enemies may be avoided or killed, but killing them may sometimes yield special power-ups • Designed for fast-paced, arcade-style action • The search for other people and safe-houses will progress the storyline • Making it to a safe-house will progress the player to the next level, each more difficult than the previous

  6. Strategies and Motivations • One main objective: STAY ALIVE! • Constant bombardment of enemies forces the player to always be on the move • Find weapons and power-ups scattered throughout the levels • The player’s default gun will have unlimited ammo, but is less powerful than other weapons that are picked up • Weapons found will have limited ammo • Various power-ups will have different affects on the player and/or enemies when used

  7. Development • Hardware • Actual system requirements have not yet been determined • Software • Microsoft Visual C++ • DirectX Libraries • Possibly Torque engine

  8. Algorithm Style • Will likely follow LaMothe’s styles as taught in the course textbook • 3D rendering, clipping, depth buffering, lighting, etc. • Enemies and power-ups will be randomly and continuously generated throughout each level for unpredictable, non-stop action • When the player gets within viewing range of an enemy, it will move in for attack and keep following if avoided

  9. Summary • Fast-paced, frantic, chaotic • Give the player a sense of panic as they try to stay alive • Action-oriented • Focus on arcade-like game play

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