Combining Role Playing Game Constructs Toward Real Time Strategy Games
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University of Nevada, Reno Combining Role Playing Game Constructs Toward Real Time Strategy Games A thesis submitted in partial fulfillment of the requirements for the degree of Master of Science in Computer Engineering By: Bradford Allen Towle Jr. Dr. Monica Nicolescu/Thesis Advisor December 2007 University of Nevada, Reno THE GRADUATE SCHOOL We recommend that the thesis Prepared under our supervision by BRADFORD ALLEN TOWLE JR. Entitled Combining Role Playing Game Constructs Toward Real Time Strategy Games Be accepted in partial fulfillment of the Requirements for the degree of MASTER OF SCIENCE Monica Nicolescu, Ph.D., Advisor __________________________________ Sergiu Dascalu, Ph.D., Committee Member __________________________________ James Henson, Ph.D., Graduate School Representative ___________________________________ Marsha H. Read, Ph.D., Associate Dean, Graduate School __________________________________ December 2007 i Abstract The computer game industry has grown to a million dollar industry with new titles coming out every month. However, with all these great achievements the video game industry does have one significant problem: the ways in which the games are played are very similar. One particular genre for which this is true is the group of real time strategy games. Almost all of these games have the same structure, in which players first build and upgrade a base, with the property that the more upgraded the base the more powerful the units that can be built, and the more powerful the units the better chance of winning. The prospects for making a successful game reward a company with perhaps millions of dollars more games are now flooding the shelves and quantity has become more important then quality. This thesis presents a new way to look at game design, by analyzing different computer game genres and incorporating new attributes to the genre which needs improvement. In this case four major components (character equipment, character advancement, character customization, and character classification) were taken from the role playing genre and combined to enhance the real time strategy game using five rules. In addition, this thesis demonstrates a successful implementation of the unified modeling language (UML) in game design. By demonstrating game design through UML programmers could see potential problems with game play before the entire code was written. This thesis also presents a pilot game which was developed in order to prove that real time strategy games could in fact be enhanced with role playing constructs. ii Dedicated to Albert Towle a loving grandfather and great inspiration, your memories and kindness will never be forgotten. Thank you for showing the value of education and allowing me the chance to pursue graduate school. iii Special thanks to: Dr. Monica Nicolescu – for being there for me when no one else could help. Dr. Sergiu Dascalu – helping me even when you had no time to spare. My father, Brad Towle - for encouraging me through the process. The Carson City Highway Patrol – for inspiring the name of the pilot game. iv Table of Content: 1 Chapter 1: Introduction and Background.............................................................................1 1.1 Introduction ...............................................................................................................1 1.2 Background of Role Playing Games (RPG) ................................................................3 1.3 Background of Real Time Strategy Games (RTS).......................................................5 1.4 Previous Work ...........................................................................................................8 1.5 Present Work ...........................................................................................................10 1.6 Overview of the Thesis.............................................................................................11 2 Chapter 2: Method............................................................................................................12 2.1 The Initial Seven Rules ............................................................................................13 2.2 The revised Set of Rules...........................................................................................15 2.3 Prototype Game Construction using Game Maker.....................................................17 2.4 Game Maker Limitations..........................................................................................17 2.5 Method used and an Overview of the Pilot Game “Fuzz’s Revenge”.........................18 3 Chapter 3: Software Requirements for “Fuzz’s Revenge”.................................................. 21 3.1 The Initial Requirements..........................................................................................21 3.2 Use Case..................................................................................................................25 Use case modeling................................................................................................................25 3.3 Primary Scenarios....................................................................................................28 3.3.1 Select Unit.......................................................................................................28 3.3.2 Move Unit .......................................................................................................29 3.3.3 Unit Attack......................................................................................................29 3.3.4 Unit Victory.....................................................................................................30 3.3.5 Unit Defeat......................................................................................................31 3.3.6 Unit Statistics ..................................................................................................31 3.3.7 Unit Attribute Upgrade ....................................................................................35 3.3.8 Unit Class Upgrade..........................................................................................37 3.3.9 Building Construction......................................................................................39 3.3.10 Dungeon Exploration.......................................................................................42 3.3.11 World Start......................................................................................................43 3.3.12 Build Unit........................................................................................................44 3.3.13 Build Weapon..................................................................................................45 3.3.14 Equip Weapon.................................................................................................47 v 3.3.15 Manage Resource.............................................................................................48 3.3.16 Game Management..........................................................................................49 3.3.17 Special Abilities...............................................................................................49 3.4 Requirement Fulfillment ..........................................................................................52 3.5 Modified Requirements............................................................................................54 3.6 Modified Use Cases .................................................................................................55 3.6.1 Group Assignment...........................................................................................55 3.6.2 Group Selection...............................................................................................56 3.6.3 Group Movement.............................................................................................56 3.6.4 Group De-Selection .........................................................................................57 4 Chapter 4: High Level Design of Fuzz’s Revenge ............................................................. 58 4.1 Mouse Input.............................................................................................................59 4.2 Display System ........................................................................................................65 4.3 Combat System........................................................................................................67 4.4 System Management................................................................................................69 5 Chapter 5: Fuzz's Revenge Illustrated ...............................................................................72 5.1 Units........................................................................................................................72 5.2 Statistic Window......................................................................................................73 5.3 Weapon Building .....................................................................................................74 5.4 Weapon Equipping...................................................................................................75 5.5 Group System ..........................................................................................................77 6 Chapter 6: Future Work....................................................................................................82