Game Development Reference
In-Depth Information
￿
Starts from a central location at beginning of level and is
sent back there if caught by player in power-up mode
￿
Speed increases with each successive level
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Pick-ups
￿
No pick-ups regenerate until the start of a new level or a
new game
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Food
-
All food pick-ups must be collected to win a level
-
Food contributes 10 points per item to the player
'
s score
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Power-ups
-
Each level of a game has four power-ups
-
Eating a power-up makes player invincible for five seconds
and allows them to eat ghosts
￿
Bonus food items
-
Appear on a random interval, one at a time, and only stay
in place for a few seconds before disappearing
-
'
Contributes 100 points per item to the player
s score
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Scoring
￿
Pick-ups and eating ghosts contribute to overall score
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Final score is used as ranking mechanism for scoreboards
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Winning criteria
￿
Player wins a level when he picks up all food
Game continues until player runs out of lives, getting
successively harder with each level (see AI)
As you can see, all the familiar features of Pac-Man have been out-
lined here, as well as their relationships to each other. Note that this list
is not typically client facing, but in projects with a short timeline, it can
bewisetoputitinfrontofaclienttogetsign-offbefore youbeginpro-
duction. This can give you leverage when that last-minute client change
comes down the line and threatens to derail the project. It also gets the
client empowered and makes them feel like they have a say in the
process, but at a point when a change in direction isn
￿
'
t catastrophic.
Step 4
Build an asset list. Whether you
'
re working with an artist or you
'
re
building the entire game yourself, it
s a best practice to make a list of
all the art, sound, and copy (or text) assets you
'
ll need. Working
through this list after Step 3 is important because the game mechanics
and any specific art pieces and animations you need should be fresh
in your head. Following the Pac-Man theme, here is a sample asset
list. You can reference your wireframe from Step 2 to help you
remember what assets you
'
'
ll need for the nongameplay screens.
￿
Game Animations
￿
Pac-Man
-
Movement
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