Dan Mullen - 90.247.031- 'Advanced Web Authoring:
Flash' - Fall 2002
Final Project Proposal
My Final Project will be a game of
sorts
The game will be either submarine based or Star Trek
based
In either case the game play will be very similar
If I opt to go with the submarine motif...
the goal will be to navigate a mine field with
in a certain amount of time.
the main display will be a sonar screen
a sonar ping will be triggered manually (flash
button? key press?)
the sonar will briefly illuminate mines in the
playing field.
a certain amount of time will have to elapse before
the sonar will trigger again
occasionally a large fish may throw back a false
echo (looks like a mine).
left, right arrow keys will control the sub's
direction
up, down arrow keys will control the sub's speed
(speed will never drop to zero however).
Note: no depth control. All action will take place
in two dimensions.
any contact with a mine results in 'Game Over'
there is no way for the sub to destroy a mine
the sonar screen will be marked with the direction
of other side of the mine field (goal direction).
straying too far from the goal (intentionally
going the wrong way) may result in a surprise torpedo or depth charge
attack. :-)
If I opt to go with the Star Trek motif...
the goal will be to navigate an asteroid field
with in a certain amount of time.
the main display will be similar to the ST:TOS
viewer screen (w/ star field)
from a distance, asteroids will look similar to
stars
the player can attempt to avoid asteroids by using
the arrow keys...
left/right turn, up/down control speed (speed
will never drop to zero however)
like with the sub game, there is no real Z axis
in this game.
the player can also attempt to destroy asteroids with phaser blasts
(mouse click on asteroid)
if time allows, photon torpedoes will also be available (shift click
on asteroid?)
phaser banks will become drained if used too often
the number of photon torpedoes (if implemented) will be limited.
a compass like dial will indicate heading to other side of asteroid
field (goal direction)
If time allows a "Next Round" button will reset game and launch
another game with more obstacles and/or less time to complete the course.
Game Screen Mockups: TBD
Notes:
This proposal is ambitious but the graphics to ActionScript ratio is low which
plays to my strengths.
I'll probably need to learn about collision detection and timers which don't
seem to be covered in the syllabus (?).
Update:
At this time I think I'm gonna go with the Star Trek motif. I'm compiling a
list of components* that I'll try to implement as pieces so that the overall
project won't seem as overwhelming. (*not strictly Flash components but building
blocks none the less.)
Red Alert Alarm: has four states (Flashing w/ Full Volume, Flashing, w/
half volume, Flashing w/ no sound, off):
main viewing screen w/ starfield
asteroid(s)
phaser line to mouse position (tapered for perspective?)
game countdown timer:
shield strength indicator:
phaser bank strength indicator:
Warp Drive Control (click on the movie to give it input focus first):
goal direction indicator
planet (goal)
Final Project Requirements:
A preloading animation (check)
At least two navigation buttons (begin, quit, next round)
At least one draggable object (perhaps the player will need to drag a dilithium
crystal into the matter-antimatter chamber to recharge the phasers :-))
Some animated piece (check)
Include some sound (check)
To Do List
Add Preloader Scene (high priority) - DONE 12/04?/02
Add Intro/Mission Briefing/Instructions Scene (high priority) - DONE
12/04?/02
Add Goal Planet & Distance To Goal gauge (high priority)
Add a dragable object! (high priority)
Stearing/Heading logic (med prio)
Determine level settings and number of levels (med-high) - DONE
12/06/02