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The document describes the development of a 2D action-adventure platformer game called "Nocturne". The game centers around a knight who must navigate through multiple levels of a castle filled with monsters to escape. Players control the knight to jump between platforms, collect power-ups, avoid obstacles and enemies, and use weapons to defeat enemies. The game aims to provide an engaging storyline and immersive experience for players. It will be developed using C# in Unity to ensure cross-platform compatibility and understand 2D game development capabilities in Unity. Literature on popular similar games was also reviewed to inform the design.

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0% found this document useful (0 votes)
67 views15 pages

Proposal 1-1

The document describes the development of a 2D action-adventure platformer game called "Nocturne". The game centers around a knight who must navigate through multiple levels of a castle filled with monsters to escape. Players control the knight to jump between platforms, collect power-ups, avoid obstacles and enemies, and use weapons to defeat enemies. The game aims to provide an engaging storyline and immersive experience for players. It will be developed using C# in Unity to ensure cross-platform compatibility and understand 2D game development capabilities in Unity. Literature on popular similar games was also reviewed to inform the design.

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crjanb
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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ABSTRACT

The “2D Action-adventure game” is a fun-interactive desktop application game aimed at


providing players with captivating, thrilling and appealing worlds to explore and experience. It
is a platformer game featuring a stunning 2D world where the players will go on a visually
wicked playful world filled with challenges and excitement and will need to fight their way
through and find their happy ending.

The game involves the players experience and evolution of their avatar in game through
thrilling journey through a side-scrolling environment taking the avatar of a courageous
character and is a perfect combination of various aspects of action, adventure and platforming
designed through a third-person perspective to provide a better immersive game experience.
The main objective of the players will be to clear the level by defeating the enemies as
primary objective and navigating the challenging terrain while maneuvering through the rough
course to reach the next level. By combining evolutionary computing with game theory, we
can create intelligent AI players that can hold their ground against human opponents. This
makes it necessary for the player to anticipate the enemy's moves, empowering them to
actively take the right actions and find solutions to issues as they explore various paths and
advancement techniques. One of the highlights of this game is the use of Maya, Tile-map and
unity which enable the creation and development of immersive, aesthetic graphics and smooth
gameplay and transitioning mechanics.

Overall the “2D Action-adventure game” is a well-designed and entertaining desktop based
game application which provides the players with distinctive and mesmerizing gaming
experience. With its expressive visuals, demanding gameplay mechanics and state-of-art
technologies it makes an obvious choice for anyone looking for a break, amusement and
relaxing adventure game filled with action.

Keywords: Platform game, Desktop game, NPCs

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TABLE OF CONTENTS

ABSTRACT ................................................................................................................................ i
TABLE OF CONTENTS ........................................................................................................... ii
1. INTRODUCTION ................................................................................................................1
2. PROBLEM STATEMENT ..................................................................................................2
3. OBJECTIVES ......................................................................................................................2
4. METHODOLOGY ...............................................................................................................3
4.1 REQUIREMENT IDENTIFICATION .........................................................................3
4.1.1 LITERATURE REVIEW ..........................................................................................3
4.1.2 REQUIREMENT ANALYSIS .................................................................................4
4.2 FEASIBILITY STUDY ................................................................................................5
4.3 USE CASE DIAGRAM ................................................................................................7
4.4 SYSTEM DESIGN .......................................................................................................8
4.5 DESCRIPTION OF ALGORITHM .............................................................................8
5. EXPECTED OUTCOMES ................................................................................................11
REFERENCES ............................................................................................................................2

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1. INTRODUCTION
The “2D Action-Adventure game” is an metroidvania genre action-adventure platformer game
where user controls the player avatar in game, navigating through various levels with uneven
terrain and suspended platforms. Throughout the game, the player gradually progresses
through a set of events that require imaginative and encouraging actions daring through
branching pathways. This involves a character navigating a side-scrolling environment,
jumping between platforms, gaining boosters and avoiding obstacles and enemies and also
collecting collectables like power-ups to slay enemies with higher accuracy and precision.

“Nocturne” is a mesmerizing adventure game that spans multiple levels. The game centers
around a knight who gets trapped inside the castle of nocturnal monsters who are the
experiments gone wrong to replicate the almighty dragon. To progress through the castle the
knight must navigate through various floors and defeat all the enemies, along the way he can
also collects boosts, drops to aid his journey to freedom. The players must use their logics and
problem-solving skills to guide the knight through the challenges and help him harness the
power of the weapons he possesses and escape the castle successfully.

Video games have evolved with the millennial generation over the past few decades,
becoming a cultural touchstone and having relevance far beyond childhood. Action-adventure
platformers are a popular game genre that emphasizes gameplay that is quick-paced and
action-focused. Many 2D platformer games offer an engaging storytelling experience thanks
to their rich narratives, which develop as player’s advance through the game. This project is
an open-ended game that gives players an enjoyable and engaging gameplay experience that
can reduce stress and give a sense of accomplishment. Because it frequently requires players
to think quickly and make split-second decisions, it can help players develop a variety of
skills, including hand-eye coordination, timing, and problem-solving.

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2. PROBLEM STATEMENT
In the context of the gaming areas, there has been development of many desktop-based
application games but are either expensive, online or are not as entertaining for people (i.e.,
games with boring or no story lines). Not many platformer games are engaging with the
player; it doesn't contain any storyboard or the interaction with the players.

Our project aims to tackle these issues by creating a free game that provides players with an
intriguing storyline and an immersive experience. For the development of this project, we are
using the C# programming language, game engines and game development principles.
Additionally, this project challenges the developer to create an optimized and efficient code
while delivering a fun-filled immersive adventure for players.

3. OBJECTIVES
1. To develop a game that can be easily ported or adapted for different devices and
operating systems, ensuring Cross-Platform Compatibility.

2. Understand the capabilities of 2D development in Unity.

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4. METHODOLOGY
4.1 REQUIREMENT IDENTIFICATION
4.1.1 LITERATURE REVIEW
"Ori and the will of wisps" Moon Studios

"Ori and the Will of the Wisps" is a platformer with strong Metroidvania elements. It
combines precise platforming, exploration, and a heartfelt narrative. Ori and the Will of the
Wisps received widespread critical acclaim, with critics citing the game as an example of
artistic expression in video gaming. Praise directed to the game included the story, characters,
visuals, combat, elements of exploration, environments, chase sequences, and soundtrack.

“Hollow Knight” Team Cherry

"Hollow Knight" is a 2D action-adventure game with strong Metroidvania elements. It blends


precise platforming, challenging combat, and exploration in a dark and atmospheric world[1].
"Hollow Knight" is often considered a standout title in the Metroidvania genre due to its high
level of polish, engaging gameplay, and rich world-building. It offers a challenging and
rewarding experience for players who enjoy exploration, combat, and unraveling mysteries in
a dark and atmospheric setting.

“Blasphemous” The Game Kitchen

"Blasphemous" is an action-platformer video game developed by The Game Kitchen and


published by Team17[2]. "Blasphemous" received generally positive reviews from both
players and critics. It was praised for its distinctive art style, deep lore, challenging gameplay,
and atmospheric world-building. However, it also faced criticism for its high difficulty level,
which might not be suitable for all players.

“Ghost Song” Matt White

"Ghost Song" is primarily described as a 2D action-adventure game with Metroidvania


elements. It draws inspiration from classic Metroid and Castlevania titles. The game is notable
for its pixel art style, which is designed to evoke a sense of isolation and eerie beauty[3].
"Ghost Song" features platforming and exploration in a sprawling, interconnected world.
Players must navigate through various environments, battle hostile creatures, and collect items
and abilities that unlock new areas. The game emphasizes exploration and discovery, with
players gradually uncovering the mysteries of the world and their character's past.
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Other than the projects mentioned above there are lots of other works which are similar to our
project, which are good and enjoyable and the above-mentioned games contain all the
technical aspects a game should contain and in addition to that “A Java - 2D Adventure
Game” will provide attractive and engaging premise and characters which are intriguing and
admirable to the players.

4.1.2 REQUIREMENT ANALYSIS


Requirement analysis results in the specification of operational characteristics of software:
indicates interface of software with other system elements and establishes constraints the
software must meet. The requirement analysis is mainly categorized into two types functional
and nonfunctional:

I. Functional Requirement:

A. Player Controls: The user can control the player character using the keyboard
input. The player can move left, right and jump along with a shooting button
using mouse click.

B. Enemies and Obstacles: The application game contains a variety of enemies


which the player can either avoid or defeat. It includes various types of
enemies that can attack, push and shield from the player.

C. Object and Obstacles: The game includes various objects and obstacles such
as potions, spikes, traps, cannon etc. Potion can boost the player's health or
power. Cannon deploys bombs that reduce player’s health when hit. There
are obstacles like traps, water and spikes that instantly kill players.

D. User Interface: The game has a user interface that allows the user to start,
pause and exit the game.

E. Save and Load: The game also allows the user to save the current progress
and load the game at a later time.

Level Design: The game also contains multiple levels with various degrees of difficulty.

II. Non-Functional Requirement

A. Performance: The game application runs smoothly and responsively even on


the low-end devices. The game is compatible with different operating

4
systems, devices, and screen resolutions to ensure a wide reach and
accessibility for users.

B. Portability: The game is easily portable to different platforms without having


to do a significant change to code.

C. User experience: The game provides a user-friendly interface that is easy to


understand and navigate. It allows users to customize aspects of their gaming
experience, such as graphics settings, audio preferences, and control options.

D. Maintainability: The game's code is well-structured and modular, making it


easy to maintain, update, and fix bugs in the future.

4.2 FEASIBILITY STUDY


The purpose of the feasibility study is to assess the practicality of the system. This study also
helps to foresee any potential problems that likely arise during or after the deployment of the
system by taking in all the substantial factors into account. This chapter describes all the
feasibility that comes as the question to all the stakeholders during the development of the
software. This chapter contains Technical, Operational, Economic and Schedule feasibility.

i. Technical Feasibility

The game is made using C# for scripting and Maya for character design to develop a
windows-based game. And all the tools mentioned above are free and some are open source.
The simplicity of the project with the facts above proves that our project is technically
feasible.

ii. Operational Feasibility

Since our game is user-friendly and it provides tutorials to get started while playing the game,
no external tutorials are necessary.

iii. Economic Feasibility

The resources required for this project are:

● A computer with a minimum of 4gb ram and a decent GPU for development.

● Developers and Designers.

● Mac or PC capable of running Unity 3D

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Since all of our designers and developers have the computers with good specs and tools and
software used are completely free. Only expenses are towards designers and developers,
which is not a problem since we are the ones who are fulfilling all the roles. So, our project is
economically feasible.

iv. Schedule Feasibility

The project schedule was estimated to take between 3-4 months to complete, and we are
pleased to report that the project was finished within this timeframe. Throughout the project,
we monitored progress against the schedule, and made adjustments as needed to stay on track.
We encountered several challenges during the project, such as unexpected delays in designing
our sprites, but we were able to manage these issues effectively to ensure that the project
remained on schedule.

Fig: GANTT Chart

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4.3 USE CASE DIAGRAM

Fig: Use Case diagram

7
4.4 SYSTEM DESIGN

Fig: Flow Chart

4.5 DESCRIPTION OF ALGORITHM


Collision Detection Algorithm

Collision detection is the computational problem of detecting the intersection of two or more
objects. Collision detection is a classic issue of computational geometry. A hitbox is an
invisible shape commonly used in video games for real-time collision detection; it is a type of
bounding box. It is often a rectangle (in 2D games) or cuboid (in 3D) that is attached to and

8
follows a point on a visible object (such as a model or a sprite). It is common for animated
objects to have hitboxes attached to each moving part to ensure accuracy during motion.

To detect the collision between two objects Rectangle-rectangle collision detection is used.
This method is used in game development to determine whether two rectangles are colliding
or intersecting with each other. The process of rectangle-rectangle collision detection involves
comparing the positions and dimensions of the two rectangles. This technique is commonly
employed to determine if a point lies within a rectangle's boundaries.

Pseudo Code:

public boolean intersects(x,y,w,h){ if (

rect1.x < rect2.x + rect2.w && rect1.x + rect1.w > rect2.x && rect1.y < rect2.y + rect2.h &&
rect1.h + rect1.y > rect2.y

){

// Collision detected

} else {

// No collision

Intelligent NPC’s

NPCs or non-player characters can behave intelligently, as though actual players were
controlling them. An agent continuously loops through three essential processes. The process
is frequently referred to as the sense-think-act cycle. For this we have implemented the Finite
State Machines (FSM) algorithm for Intelligent NPCs. It helps implement state logic,
Transition between them and action in response to events. Every NPC in the game has its own
behavior or AI algorithm and acts accordingly to the objects, characters or overall
environment around it. Each state represents a different behavior or action, such as idle,
attacking, running or patrolling. Transitions between states can be triggered by events like
player proximity, health conditions, or specific game events. FSMs is used employed to
control the animation states of characters or game objects such that each state corresponds to a

9
specific animation, and transitions are triggered based on player input, game events, or
animation completion.

NPCs with FSM-based AI can exhibit complex and dynamic behaviors that respond to the
game world and player interactions by determining the conditions that trigger transitions
between states. For example, if the NPC detects the player within a certain range, it may
transition from Idle to Chasing. If the NPC's health drops below a threshold, it may transition
from Attacking to Dying. By using FSMs for intelligent NPCs, we can create more lifelike
and adaptive characters that can respond to the game's dynamics and player actions. FSM-
based AI allows NPCs to exhibit different behaviors based on their current state, making the
game world feel more interactive and immersive for the player.

We have integrated both simple pathfinding algorithms and FSM-based AI algorithms to make
our enemies intelligent. With the help of a pathfinding algorithm, the NPC navigates the best
direction and can move in order to avoid the obstacle and reach its destination. And the AI
algorithm decides the behavior of the NPC which decides whether to attack the player or
move towards him and also uses its line of sight to determine if the player is visible or not.

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5. EXPECTED OUTCOMES
A 2D Platformer game which is both enjoyable and with a good storyline will be created.
Users/Players will have to go through different levels to complete the story. The controls to
the users will be keyboard keys and they will control the main character to traverse to the
Otherworld.

11
1
REFERENCES
[1] Richard Yao.‘Gaming as a Cultural Force’.Medium..[Online]. Available:
https://medium.com/ipg-media-lab/gaming-as-a-cultural-force-dc456f8a41ab.

[2] N. Shanta, ‘Final Year Game Project Report - Riko: The Adventurer’, 2019.
[Online].Available:https://www.slideshare.net/NusratJahan2/final-year-game-project

-report-riko-the-aventurer-130941436?fbclid=IwAR2Z1QPo7sT2ktMj1ow6oHGETC
oQq1DTsgoIhohqUSB3a7UFsEyD439jkcE.

[3] Ivylyn et al.,‘Gloom 2D Platformer Game’,2018. [Online].


Available:https://www.academia.edu/90677311/Pembuatan_Game_2D_Action_
Adventure_Magic_Maze_Escape?sm=b.

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