Killing Zone BB10 Game

barbarousmonthMobile - Wireless

Dec 10, 2013 (3 years and 10 months ago)

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Killing Zone


BB10 Game



















B.RAJENDRA VRAMA



N.TAGORE PHANI
KRISHNA





Document Contents


1

Template Introduction









1

2

Concept Document









2

2.1

Title Page










Error! Bookmark not defined.

2.2

Credit Page










2

2.3

Sign
-
Off










4

2.4

Introduction










4

2.5

Game Analysis










4

2.6

Game Atmosphere









4

2.7

G
ame Play










7

2.8

Key Features










5

2.9

Selling Features









5

3

Design Document









6

3.1

Design Version










6

3.2

Design Guidelines









6

3.3

Game Design Definitions








6

3.4

Game Matrix










6

3.5

Game Flow Chart









7

3.6

Player Elements









7

3.6.1

Player Definition









7

3.6.2

Player Properties









Error! Bookmark not defined.

3.6.3

Player Rewards (Power
-
ups & Pick
-
ups)







8

3.6.4

User Interface (UI)









13

3.6.5

Heads up Display (HUD)








13

3.6.6

Player View










14

3.7

Antagonistic Elements









14

3.7.1

Antagonistic Definitions








16

3.7.2

Antagonistic Properties








16

3.7
.3

Antagonistic List









Error! Bookmark not defined.

3.7.4

Artificial Intelligence (AI)








16




3


3.8

Global Game Elements









16

3.9

The Story










16

3.9.1

The Story Copy










16

3.10

Concept Art










17

3.11

Level Design










10

3.12

Audio & Sound F/X









17

3.13

Game Architectur
e









18

3.13.1

Game Architecture Overview








19

3.13.2

How to play










13




4


4

Tec
hnical Document









14

4.1

System Requirements









14

4.2

Visual Content










14

4.3

Audio Content










14

4.4

Programming Content









14

4.5

Code Structure










15

4.6

Concerns and Alternatives








16

4.7

Resources










16

4.8

Technical Matrix









16

5

Appendix A










17

5.1

Taxonomy










17

5.2

Genre











17

5.3

Game Elements









18

5.4

Content










18

5.5

Theme











18

5.6

Style











18

6

Appendix B










19

7

Appendix C










20

8

Appendix D










21





1


1

Template Introduction


This document is based on the research done during an internship at
GenY
Edu India.

The document it’s self
has been updated several based on new
experiences and insight into game design. In this version it is my intension to
describe a broader range of game than just mobile games, as well as provide a
document for fellow students and game designers to use.


Thi
s document has been created with the intention of making a clear game
design document. To do this the document has been divided into 3 different
documents, the game co
ncept document, game design
document and game tech
document. This is done with the inten
tion of making a modular document that
can be updated and split into different versions easily.





2


2

Concept Document




KILLING ZONE






Game Catch Phrase


: Squash ants until your energy gets lost.


2.1

Credit Page






3



Document Purpose:

Bb10 ndk native game de
velopment

Document Version:

1.0

Working Title:

Killing zone

Game Concept:

Killing zone, simple ant squash game.
The user has to squash ants. If the ant
reaches the other end life will be
decreased by one. If user loses 3
life’s

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4


2.2

Sign
-
Off


This is here
by

confirm
ed

that each team leader has read through the design and
agrees with the current game design.




Game Design Sign
-
off


Lead Designer:

P.V.Phani Kumar

Lead Programmer:

B.Rajendra Varma, N.T
agore Phani
Krishna




5


2.3

Introduction



Killing Zone is an Killer Habitat where huge number of wild ants attack on
your way and you have to protect yourself from being caught to those huge wild
ants, along with the wild species there is also a good creature
which tries to come
to you it is butterfly
make sure you do not kill it if butterfly is killed all ants
attack you at once and in no time you are finished, so be a warrior kill away all
ants and protect yourself.


2.4

Game Analysis


This is a general overview
of the game.


Game Description


Genre:



Your
Role play is to be a warrior of killing
wild ants

Game Elements:



Killing all ants before it reaches you

Game Content:



Killing Species is an
Horror

aspect


Theme:



Fantasy

Style:



Cartoon

Game Sequence:



Lin
ear
-

Storylines

Player:



Single Player Game

Game Reference


Game Taxonomy:



Fiction Game

Player Immersion:



It’s a Tactical game

oe晥re湣e:



Game Technical


Technical From:



Basically There s 2D Graphics

View:



Camera Top View

Platform:



BB10

Device:



BBZ10

Game Sales


Consumer Group:



This a good point to talk a person from marketing to
get the demographics

Payment:



This a good point to talk a person from marketing

Estimated Price:



This a good point to talk a person from marketing

Device Support L
ist



See Appendix A





6


2.5

Game Atmosphere

Killing Zone name itself specifies that atmosphere reflects dreadful
situations of blood , ants will be so scary that player need to kill away ants
immediately otherwise they may destroy us, it’s a horrible environment

where the
player gets motivated to such a drastic situation.





7


2.6

Game Play



Opening the game application

Once the game is started ants start crawling towards you as you are their
target,

and its user strength of killing all these

ants before they reach the
life

line which is at the bottom of the screen.



Game Options

This is a Single Player game and hence can be competed with other killers
through web.



Story Synopsis

Target of the game play is to finish of killing all the ants before those
ants finish the
pl
ayer, but

while killing the ants player must be
cautious that he isn’t suppose to kill butterfly which is the player’s
life chance, if butterfly got killed then game collapses.



Modes






Game Elements

Ants, Butterfly are the two game elements that construct

a game play.




Game Levels

This is a beginner level




Player’s Controls

Control game is to killing Ants and just with a touch on the ant kills
it, so touch as many ants as possible that will be the player’s killing
score.



Winning

Total ants killed gains the

highest score




Losing

If any three ants escape from the player and reach their target they will kill
the player, or if
player himself kills

the butterfly then the game collapses.



End

Three ants escaping from being killed are sufficient to end the game.


2.7

K
ey Features



Unlimited game Play



Unlimited Number of challenges that unlimited ants and species attacking
you.



Continuous

Gaming



Replay ability



High definition audio clips




8




Best Resolution images



Compatible with BB Z10



Single Player Game



2.8

Selling Features


This is a list of features that could be potentially helpful to marketing.


It is a good idea to talk about the key features with someone from marketing.


Web page :

http://www.genyedu.com/games
/


Twitter Page :
https://twitter.com/killingzonex


Facebook Page :
https://www.facebook.com/Killingzones




9


3

Design Document

3.1

Design Ver
sion


This is a Beginners version of game play, the following versions focuses on more
horror concepts of killing zone and best graphics which reflects real killing marks.


3.2

Design Guidelines


Concentrated Graphics regarding the ants and other species.


3.3

Gam
e Design Definitions


Issues that should be addressed here are:

o

Menu



NEW GAME
-

Start a new game


Options
-

Game play audio options


Exit
-

To quit the gaming application.

o

Synopsis




o

Game Play

Single player game


o

Player Control

Touch the element directl
y to kill .


o

Game Over (Winning & Losing)

Killing maximum number of ants make highest score & game Win.


3.4

Game Matrix



S.No

Generic Name

Antagonistic Name

Element

1



A1



A1


2


B1


B1





10


3


C1


C1



4


D1


D1








11


3.5

Game Flow Chart


This is where a
visual of how the different game elements and their properties
interact.


Game Flow chart should represent Objects, Properties and Actions that are present
in the game.


Flow chart objects, properties and actions should have a number reference to where
t
hey
exists

with in the game design

document.


See Appendix C


3.6

Player Elements


Killer Zone has the Total number of kills as its player element,
the

player who
kills more number of
ant’s

highest scorer, and highest scorer is winner
.



3.6.1

Player Definition

At
the game
starting

level user will have 3 life chances


-

Actions:
Player
needs

to kill all the wild ants that come across.





12


-

Information (Status):
Score and Life Chances is available and viewable by
the player


-

Default Properties:
Player
begins

the game with 3

life chances.


-

Winning:
player who

kills maximum number of lives gains highest score.


-

Loosing:

Loosing of 3 life chances ends the game.





13


Player Rewards (Power
-
ups & Pick
-
ups)


For every ant kill at the killing zone
,

player gains one point.


3.6.2

User Interfa
ce (UI)


User Interface of Killing Zone is Simple so that every user finds it very easy to play
without any confusion.



An Indication is showed on the top right corner for life
chances.



Red mark is given on the top left corner for the score indicating
“KILL
S”.



A Play/pause button is given at the top center of the screen for
east play/pause.



A line mark is placed at the bottom of the field to indicate that
as a
life

line and ants must be killed before they reach that
line.


3.6.3

Heads up Display (HUD)







14



3.6.4

Player View



A screen shot is very necessary here.


A definition of how the camera moves for the player.


A mock
-
up of an overview of the level relative to the scr
een size will help create a
perspective of a levels size compared to what is actually seen.


3.7

Antagonistic Elements


S.No

Generic Name

Antagonistic
Name


Description

Element

1



A1



A1



All Ants will be called
randomly on y axis


2


B1


B1



All Ants

will be called
randomly on y axis



3


C1


C1



All Ants will be called
randomly on y axis





15




4


D1


D1



All Ants will be called
randomly on y axis









16


3.7.1

Antagonistic Definitions


Killer Zone has only one antagonistic elements they are the scary an
ts, they
are called randomly over the y axis to move from top to bottom
.


3.7.2

Antagonistic Properties

All Antagonist
ic elements have same property

that is reaching the
life

line
before user kills them
.

3.7.3

Artificial Intelligence (AI)


At the Beginning of the ga
me Ants starts moving towards the life line and a simple
task presented to the player that is to touch the ant and kill it, if three ants reach
the life line then the game terminates , so player need to be cautious in killing
ants,.


Normal State:

Scary An
ts Start moving towards the life line.

-

Detection State:

If the player touches the ant then ant
will be killed or the
ant reaches life line

-

Reaction State:
When three or more ants reaches the game ends

3.8

Global Game Elements


All the Elements are set to the
of x & y axis, ants move from maximum y
axis to minimum y
axis.

3.9

The Story


Killing Zone is an Killer Habitat where huge number of wild ants attack on
your way and you have to protect yourself from being caught to those huge wild
ants, along with the wild s
pecies there is also a good creature which tries to come
to you it is butterfly make sure you do not kill it if butterfly is killed all ants
attack you at once and in no time you are finished, so be a warrior kill away all
ants and protect yourself.


3.9.1

The S
tory Copy

Killing Zone is an Killer Habitat where huge number of wild ants attack on
your way and you have to protect yourself from being caught to those huge wild
ants, along with the wild species there is also a good creature which tries to come
to you i
t is butterfly make sure you do not kill it if butterfly is killed all ants
attack you at once and in no time you are finished, so be a warrior kill away all
ants and protect yourself.





17


3.10

Concept Art


Killer Zone carries only the Antagonistic elements which
in turn need the
user interaction to kill.



3.11


Level Design



Being a thriller
game the

complexity increases in an intense speed, as
the user kills one ant another ant will be generated but with greater moving
velocity, as the killing spiri
t increases more number of ants generate with more
moving speed.


3.11.1

Level Copy



Being a thriller
game the

complexity increases in an intense speed, as
the user kills one ant another ant will be generated but with greater moving
velocity, as th
e killing spirit increases more number of ants
generates

with more
moving speed.


3.12


Audio & Sound F/X


Generic name


File

Kill background music

.wav

Killed music

.wav

Game start & end music

.wav








18


3.13


Game
Architecture








Screen
-
1





Screen
-
2




19




Screen
-
3

Game Architecture Overview


Game Start:



As the game starts Wild Ants starts crawling downwards towards the u
ser.


Game Play:





Tap the ant and kill as much as many ants to gain score and make
sure that the ant does not touch the life line.



If the ant touches the life line one chance will be deducted for the
player.



Game ends when player looses all the three life

chances.



Highest the no of ants killed makes the highest score.



3.13.1

Architecture Copy


Review Game Architecture Overview





20


3.13.2

How to play Copy


Game Start:



As the game starts Wild Ants starts crawling downwards towards the user.


Game Play:





Tap the ant and

kill as much as many ants to gain score and make
sure that the ant does not touch the life line.



If the ant touches the life line one chance will be deducted for the
player.



Game ends when player looses all the three life chances.



Highest the no of ants k
illed makes the highest score.













































21







4

Technical Document


4.1

System Requirements




Blackberry Z10 Mobile



1.5GHz Dual core



2GB RAM


4.2

Visual Content




Antagonistic Elements

are the visual elements of Killer Zone



S.No


Defau
lt

After Hit

1

Ants

Moving

downwards

Killed and
disappeared



4.3

Audio Content


S.No

Generic Name

Antagonistic name

1.

Killingbackground.wav

Killingbackground.png

2.

Play1.wav

A1.png

3.

Play2.wav

Butterfly.png




4.4

Programming Content




General

S.no

Ant
agonistic Name

Generic Name

Description

File
format

1

Killingzoneback

Killingzoneback.png

At starting level
background

Png




22






Antagonistic Elements



S.no

Antagonistic name

Generic
name

Description

1

Ants

A1.png

Random ants creation

2.

Butterfly

Bfly.p
ng

Killing butterfly terminates
game




Menus

S.no

Antagonistic
name

Generic
name

Description

1

Start Screen

Start
.png

Start screen

2

Credits

Credit
s
.png

Button for
credits

4

Top5

Top5.png

Button to top
scores

5

Exit

Exit
.png

Button to Exit

4.5


Code Stru
cture




virtual bool init()


Initializes the
program


void menuC
loseCallback(CCObject* pSender)

Exits the
program


void ccTouchesBegan(cocos2d::CCSet
*touches,co
cos2d::CCEvent *event)

On touch events


void start()

Starting game
screen



void credits()

Displays credits
page


void ground(float dt)

Checks rectangle
intersecting


void gameover()

Calls game
ending screen


void show
ant1()

Ant 1 Calling
function


void show
ant2()

Ant 2 calling



23


Function


void show
ant3()

Ant 3
calling
Function


void show
ant4()

Ant 4 calling
Function


void show
ant5()

Ant 5 calling
Function


void show
ant6()

Ant 6 calling
Function


void show
ant7()

Ant 7 calling
Function


void removesmash(float dt)

To remove ant
smash images



void mute()

Mutes game
S
ounds


void initt()

Calls Menus
Screen


void butterfly()

To display
butterfly


void removespr(CCNo
de *sender)

To remove
butterfly


void menuPa
useCallback(CCObject* pSender1)

To pause game
play




Concerns and Alte
rnatives


Killer Zone
has

a seen concern



Butter fly sprite is being called simultaneously over the ants and its
either or situation for the player either to kill the ant or to ignore the
butterfly, as the butterfly is flying over the ants.




Reducing the s
ize of butterfly may decrease the effort of killing ants.








24


4.6

Resources


Purpose

Requirement

Development

BlackBerry NDK

Testing

BB Simulator

Running
Simulator

VM Player

Deployment

BB Z10

Making Sprites

Texture Packer


4.7

Technical Matrix



virtual b
ool init()


Initializes the
program


void
menuC
loseCallback(CCObject*
pSender)

Exits the program


void
ccTouchesBegan(cocos2d::CCSet
*t
ouches,cocos2d::CCEvent
*event)

On touch events


void start()

Starting game
screen


void credits()

Displ
ays credits
page


void ground(float dt)

Checks rectangle
intersecting


void gameover()

Calls game
ending screen


void show
ant1()

Ant 1 Calling
function


void show
ant2()

Ant 2 calling
Function


void show
ant3()

Ant 3 calling
Function



void show
ant4()

Ant 4 calling
Function


void show
ant5()

Ant 5 calling



25


Function


void show
ant6()

Ant 6 calling
Function


void showant7()

Ant 7 calling
Function


void removesmash(
)

To remove ant
smash images


void mute()

Mutes game
Sound
s


void initt()

Calls Menus
Screen


void butterfly()

To display
butterfly


voi
d removespr(CCNode
*sender)

To remove
butterfly


void
menuPa
useCallback(CCObject*
pSender1)

To pause game
play


S.No


Audio File name

Graphic Name

1.

Killingba
ckground.wav

Killingbackground.png

2.

Play1.wav

A1.png

3.

Play2.wav

Butterfly.png




26


5

Appendix A


In this appendix there are lists for a games Taxonomy, Genre, Elements, Contents,
Theme and Style. These lists are far from complete but are useful for furthe
r
examples.

5.1

Taxonomy



Simulation

o

Story

o

Play

o

Chance



Fiction



Non Fiction



Story

o

Simulation

o

Play

o

Chance



Fiction



Non Fiction



Play

o

Story

o

Chance

o

Simulation



Fiction



Non Fiction

5.2

Genre



Basic

o

Adventure

o

Arcade (any "twitch" element)

o

Construction & Management

o

Puzzle

o

Role
-
play

o

Simulator

o

Strategy



More Specific

o

Abstract (i.e., Arkanoid)

o

Adventure

o

Arcade (very
generalized

category)

o

Beat
-
em
-
up

o

Flight Sim/Space Sim

o

FPS (first
-
person shooter)

o

MMOG(Massive Multi
-
player Online)



MMORPG (role playing game)



MMORTS (real t
ime strategy)




27




MMOTBS (turn base strategy)

o

Platform

o

Puzzle

o

Racing

o

RPG (role
-
playing game)

o

RTS (real
-
time strategy)

o

Shoot
-
em
-
up (scrolling shooter)

o

TBS (turn based strategy)

o

Trading




28


5.3

Game Elements



Alignment



Catch



Chase



Collecting



Combat



Cooperation



Dod
ging



Escape



Fighting



Forbidden Act



Hiding



Jump



Luck



Maze



Nursing



Obstacles



Puzzle



React



Resource Management



Seeking



Shooting



Story Comprehension



Target



Trading



Trivia



Timing

5.4

Content



Action



Drama



Erotic



Horror



Humor



Pure Play



Realism



Thriller

5.5

Theme



Abstract



Crime



Fantasy



Noir



Porn



Sci
-
Fi




29




Spy



War



Western

5.6

Style



Abstract



Cartoon



Manga



Old School



Realism









6

Appendix B






S.no


Element Type

Points

Damage

Speed

1

Ants

Each ant one
point

N/A

Increasing by
number of
k
ills

2

Butterfly

N/A

100%

Medium



























30























7

Appendix C


































key










Determine
d




Arbitrary

event


Object


Properties


< Player Initiated>


P
layer
(Main)





<Touch>


Game screen


Ant

Butterfly

Ant
Smash



Butterfly


Ground


Ant


Ant


Ant




31

















8

Appendix D



















Splash screen

Home screen




32

































C
r
e
d
i

t
s

Game over screen

Life gone screen
2

G

A

M

E

S

C


R

E

E

N


T

O

P

S

C

O

R

E

S

Ant s
mash
screen

Life gone screen

Butterfly
smash
screen