Exploration in a Reverse-RPG
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Exploration in a Reverse-RPG Robogeddon, a Casual Real-Time Strategy Game A Major Qualifying Project Report submitted to the Faculty of the Worcester Polytechnic Institute in partial fulfillment of the requirements of the Degree of Bachelor of Science On April 28th, 2010 Submitted By: Riley Brown, Sean Crepeau, Karl Gibson, Adam Pastorello, Philip Tang, and Ian Williams Advised By: Professor Joseph Farbrook, Professor Jennifer deWinter and Professor Joseph Beck Exploration in a Reverse RPG – Robogeddon, a Casual Real-Time Strategy Game Abstract This report discusses the design, implementation, and analysis of Robogeddon, a casual real-time- strategy game for the PC, and was created as a WPI MQP for the computer science, interactive media and game development, and professional writing majors. Players in Robogeddon have the unique experience of taking on the role of an overwhelming agent of destruction, in contrast to the typical heroic archetype of many role-playing-games. Robogeddon incorporates “tried and true” elements from classic RTS games, as well as unique new features to attract more casual gamers. This report details the designers’ vision, in terms of artistic style and theme, as well as gameplay and the player experience. Additionally, the report will describe the approach to implementation and the challenges therein. Finally, the creators of Robogeddon describe the lessons learned from the process, and advice to future teams at WPI and beyond. 2 Exploration in a Reverse RPG – Robogeddon, a Casual Real-Time Strategy Game Acknowledgements We would like to extend our deepest gratitude to Professors Farbrook, deWinter, and Beck for their continual guidance in bringing our vision to life. Additionally we would like to express our appreciation to the following WPI students, who aided in the completion of this project through various means: Ryan Chadwick, for contributing immensely to the project through the creation of many User Interface assets. Jackson Fields, who, during our early phases of design and development, helped our technical team be better prepared for the challenges XNA development provides. Andrew Creeth, for composing and recording original music for our final game and trailer. 3 Exploration in a Reverse RPG – Robogeddon, a Casual Real-Time Strategy Game Table of Contents Abstract .............................................................................................................................................2 Acknowledgements............................................................................................................................3 Table of Contents ...............................................................................................................................4 Table of Figures .................................................................................................................................6 Table of Tables ...................................................................................................................................7 Chapter One: Introduction .................................................................................................................8 Chapter Two: Gameplay Vision ...........................................................................................................9 2.1 Game Overview ................................................................................................................................... 9 2.2 Object of the Game ............................................................................................................................. 9 2.3 Setting ................................................................................................................................................. 9 2.4 Player Control ................................................................................................................................... 10 2.5 Development Decisions .................................................................................................................... 10 2.6 Player Experience .............................................................................................................................. 11 2.7 Strategy and Fun ............................................................................................................................... 12 Chapter Three: Game World ............................................................................................................. 14 3.1 Artistic Vision .................................................................................................................................... 14 3.2 Robots ............................................................................................................................................... 15 3.3 Humans ............................................................................................................................................. 19 3.4 Environment ...................................................................................................................................... 22 Chapter Four: User Interface ............................................................................................................ 29 4.1 Main Menu ........................................................................................................................................ 29 4.2 World View User Interface ................................................................................................................ 30 4.3 Production Screen ............................................................................................................................. 33 4.4 Interface Design Decisions ................................................................................................................ 34 Chapter Five: Artificial Intelligence ................................................................................................... 35 Original Design Goals .............................................................................................................................. 35 Implementation ...................................................................................................................................... 36 Conclusions ............................................................................................................................................. 38 Chapter Six: Transmedia Storytelling in Games ................................................................................. 39 6.1 Introduction ...................................................................................................................................... 39 6.2. Literature Review ............................................................................................................................. 39 6.3 Method ............................................................................................................................................. 46 6.4 Conclusion/Results ............................................................................................................................ 53 6.5 Raw Data ........................................................................................................................................... 56 6.6 Works Cited ....................................................................................................................................... 59 4 Exploration in a Reverse RPG – Robogeddon, a Casual Real-Time Strategy Game Chapter Seven: Postmortem ............................................................................................................. 60 7.1 Adam Pastorello ................................................................................................................................ 61 7.2 Karl Gibson ........................................................................................................................................ 64 7.3 Riley Brown ....................................................................................................................................... 65 7.4 Ian Williams ....................................................................................................................................... 65 7.5 Sean Crepeau .................................................................................................................................... 67 7.6 Philip Tang ......................................................................................................................................... 68 Appendix A: Level Editor .................................................................................................................. 70 Appendix B: Art Assets List ............................................................................................................... 71 Model List ................................................................................................................................................ 71 Texture List .............................................................................................................................................. 73 Animation List ......................................................................................................................................... 74 UI List .....................................................................................................................................................