15-493 Final Project Website.


Milestone 1 Report

Milestone 2 Report

Game Name: Zorthizod (tentative)

Developers: Giancarlo Dozzi (gdozzi), Joe Roth (jaroth)

Description:

Our game will be a role-playing game for a single player (most likely) or multiple players (much less likely, see note 1 at the bottom). It will be of a pretty small scale as such games go, consisting of a "main world map" and several (2 or 3 perhaps) submaps (dungeons). The player will fight several different AI controlled enemies to gain experience through a simple combat system we will develop. The game will have a minimal back-story, primarily for the purposes of some sort of goal (retrieve an artifact, defeat an enemy, etc.). There will be multiple character classes (most likely, only 2) with different abilities, possibly a "melee"-type class, and a "ranged"-type class.

Game Features:
Tech Features:
Implementation Plan:

As noted at the bottom (2), we plan to use very little "external" code for this project. Furthermore, we have decided to roughly split the work into the "logical" components (or infrastructure), which Joe will mostly handle, and the "graphics" components, which Giancarlo will mostly handle. This is still a tentative plan, however. With that in mind, the various modules that we will need to implement are listed below and roughly divided into the two categories:

Logic / Infrastructure: Graphics: Both/Neither: Development Schedule:

Notes:
  1. Our mini proposal stated that we should do either enemy AI or networking. Now, we realize that the game is going to be pretty lame if it has networking, but the enemies don't actually do anything, so rest assured we will have AI. That said, I'm just not ready to give up on my networking dream yet, so I'm leaving it in there, with the caveat that it doesn't get touched unless everything else is complete.
    -- Joe
  2. With regard to coding, we plan on writing everything ourselves. While we realize that in a commercial development environment, this might not be the best course of action, we have two reasons for doing so. First, we feel like by writing it all, we'd have a better feel for exactly what it takes to make even a simple game. Secondly, neither of us like trying to take guesses at what some other programmer means for us to do with their library, so unless something really useful or easy to use crops up, expect this to be an effort of our own accord.
    -- Joe & Giancarlo

Giancarlo Dozzi
Joe Roth
Last Modified: March 2, 2004, 22:56 by Giancarlo Dozzi.