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Welcome to Chris! The Game


Table of Contents


Project Management –––––––––––––––––––––––––––––––––– 1

  • Team Working Agreement ––––––––––––––––––––– A
  • Individual Responsibility Agreement––––––––––––––  B
  • Project Schedule ––––––––––––––––––––––––––     C
  • Meeting Notes –––––––––––––––––––––––––––––  D

Business Plan–––––––––––––––––––––––––––––––––––––––2

  • User Identification and Interviews –––––––––––––––  A
  • Electronic/Print Advertisement–––––––––––––––––   B
  • Pitch Video With Demonstration––––––––––––––––– C

Software Documentation–––––––––––––––––––––––––––––––3

  • Introduction––––––––––––––––––––––––––––––– A
  • User Manual––––––––––––––––––––––––––––––– B
  • Program Description for Developers–––––––––––––– C
  • Final Algorithm, Flowchart, or Pseudocode–––––––––  D
  • Final Program With Comments––––––––––––––––––  E
  • Discussion––––––––––––––––––––––––––––––––  F
  • Conclusions and Recommendations–––––––––––––   G
  • References–––––––––––––––––––––––––––––––   H

 


Executive Summary


The main purpose of a game is to entertain; providing an escapist fantasy for the user. This is true for games that are analog, like chess, to sprawling, “AAA”, digital epics like The Elder Scrolls. But, what makes one game better than the rest, is its ability to capture the audience’s attention and interaction. This was the main reason our team chose to create Chris! The Game. In tandem with this, our team wanted to pay homage to the classic adventures, such as Adventure (1979), The Legend of Zelda (1986), and Wizards & Warriors (1987). Our team believes for these reasons, and our execution, that Chris! The Game provides the greatest adventure experience for its player(s).

In the beginning, the making of the game proved to be very painstaking, resulting in our team butting and scratching our heads for most of the time. Before starting production, we had clear ideas of what we wanted in the game. We wanted an aesthetic game design, giving the levels, player and monsters better looking models than just a grid, or a circle with a face on it. We also wanted to utilize a class system, and have RNG’s (Random Number Generator) in order to collect random values for the monster movement. When starting to code we realized how difficult, and inconclusive our results would end up being. Within the first few days of coding, we deemed it unrealistic to implement aesthetic model designs to the game, given our time schedule. We also quickly realized that the code could not be structured in an object oriented way to utilize class systems for different weapons and player skills. As for the RNG’s, we were too early in the development stage to even know if we could properly implement it in our code. However, instead of accepting defeat, we decided to treat these massive hurdles as a challenge. If we could use our limited resources and heavy constraints to unleash our creativity, then we could make a truly special game that we could be proud of. After a few days of coding we decided that fake objects, like the player and monster, would suffice with the use of vectors. During this time we also discovered that MATLAB carried a built-in function that could be used to generate random numbers, saving our group a substantial amount of time and effort. Putting these worries to rest, the development of the game began to start sailing smoothly, and our team was still able to shape the product the way we wanted.

In conclusion, Chris! The Game turned out to be a success, even though it was not the perfect brain child we had initially envisioned it to be. Since the beginning, we wanted the game to feel old and vintage. We wanted the users to feel as though they were transported back to the 1980’s, and experiencing a whole different era of gaming. In that regard, we felt that we displayed that perfectly in our gameplay. That being said, it is of no doubt that the game lacks quite a few interesting features that would have been fun to play with if we had more time on our hands. For future development, we recommend more aesthetic player/monster/level models, as well as multiple NPC’s (Non Player Character), and a more cohesive story integrated into the gameplay. While we are massively proud of this game, and it being well made and fun to play, these additions to the project would surely enhance both the gameplay, as well as the consumer’s hands on experience of the game.