Windows Game Development (Street Runner) Vindhya Institute of Technology & Science, Indore Mrs. Latika Jain Debal Adhikari Abhinesh Singh Bhadoriya Presented By Guided By-
1. Windows Game Development (Street Runner) Mrs. Latika Jain
Debal Adhikari Abhinesh Singh Bhadoriya Presented ByGuided By-
2. STREET RUNNER A Windows platform game
3. Introduction Street Runner is basically a Windows platform
game which is simply based on the concept of the famous game Subway
Surfer and Temple Run. Our game is not so elaborate like the Temple
Run but it would help in providing a conceptual knowledge on how
the base of these games were made.
4. The points which we are going to cover up in these project
are Details of the game Algorithm of the game Working Diagram
Technical Specification Application Area Logical problem Outcome
Conclusion Bibliography
5. Details of the game This game contains three objects which
are obstacles (alcohol), powerups (banana), and our game character
which runs endlessly. The basic concept of the game is to make the
player run and collect the powerups as this would provide him extra
time. We have also provided a system in which the Time and Score of
the game is stored. The time increases as the player collets the
powerups and it simultaneously decrease when the player collects
the obstacles. Apart from these we have also added a pause menu so
that the player can pause the game whenever he want. A menu is also
provided for the ease of the user to play the game.
6. Algorithm of the game a) Ground and Wall movement logic We
basically need to set up an illusion to the player so that he feels
that he is moving even though he is not. And to achieve that we
animated our character so as to make him run. Then, we are
offsetting the texture of the ground in the negative y direction so
as to complete the illusion setup. To move the layer in left right
direction we have assigned the +x and x axis to the player
controller.
7. b) Pause Menu Logic It is habitual to get distracted by
ourselves(more than something distracting us) while we are studying
for the exams. What do we do in such cases? Well, maybe have a Cup
of Coffee? Play Games? Watch Television? Sleep? On the Contrary,
seldom we get distracted by ourselves(perhaps, it wont be wrong, if
I say never, ever, do we get distracted) while playing games. And
what do we do when someone distracts us? Scold them? Punch them?
Well, before that we make sure we pause the game. Right, pause the
game! On pressing the escape key you will notice that the Pause
Menu pops up and your player halts as well, the obstacles and the
powerups seem to stop. So exactly what is the logic behind these,
is that we are setting up a time in which the pause menu pops up.
If the obstacle, powerups and player also detects that particular
pause menu timing then they also stop at there current position.
Timings and Score are also working according to pause menu.
8. c) Countdown Logic In the game we have added a GUIcountdown
system in which when the game starts it provides a countdown of the
game and then after the countdown is finished the player starts
running. So exactly what is the logic behind this. Its simple each
and every object in the game contains its own script, till the
countdown is going on we are making the scripts of all the objects
to a disable mode due to which the script of the objects cannot
work and as soon as the countdown finishes the object starts
working.
9. d) Main menu and Game Over logic To create a main menu we
have created a new GUI skin scene in Unity 3d and then these scene
is attached to the game scene. The main menu actually provide an
ease to the player to access the game. Play button enable the game
scene and let the user to play the game. Exit button makes the game
to quit. We have also created a GAME OVER scene which would come up
when the time is 0. Till time 0 whatever score the user has made is
displayed on the screen along with the restart as well as main menu
and exit options.
10. MAIN MENU SCENE GAME OVER SCENE
11. e) Powerups, Obstacles, Score and Time Logic We have
created powerups and obstacles in the game which are spawing
according to the dynamic AI that we have added. So, how is this
happening. Adding a Rigidbody component to an object will put its
motion under the control of Unity's physics engine. Even without
adding any code, a Rigidbody object will be pulled downward by
gravity and will react to collisions with incoming objects if the
right Collider component is also present. To spawn the objects
randomly we have created a spawn cycle which determines the
spawning of the powerups and obstacles. If else condition is used
to determine this task. The score system in the game increases as
the player run distances throughout the game. The score system is
also attached to the ground scripts. The time logic in the game is
totally dependent in the collider logic of the game. In this the
player is the collider as the player collides with alcohol time
decreases to -2 and as the player collides with the powerups the
time increases to +2. When the time reaches zero the game halts and
the score is viewed.
12. Game View in Windows platform
13. Data Flow Diagram [DFD]
14. Technology used Unity 3D Engine Game is totally made in
this engine Autodesk Maya 3d- Player character, banana and alcohol
created in this. Autodesk 3ds Max- player character rigged in this
engine Game made in Windows 7 Platform Blender- Rigid bodies
colored in blender Unity MonoDevelop- C# scripting done in this
engine.
15. Application Area Game can be played in any Windows 7 or
higher platform. Game can be played within minimum requirements of
hardware Pentium 4 or higher.
16. Expected Outcome The expected outcome would be a simple and
nice game with minimum graphics so that anyone can play it easily
without any lags. And can be played in any Windows platform.
17. Future Enhancement This game can be modified in future by
adding several modifications such as- Sound Effects can be added
More obstacles can be created Database can be created to store the
highest score of the game Several other short time powerups can be
created Stages along with other backgrounds can be created Boss
battles can be included
18. Bibliography Websites used www.thegamecontriver.com
www.assetstore.unity3d.com http://www.blendswap.com Books used
Learning C# by Developing Games with Unity 3D Beginner's Guide
19. Conclusion So basically this game is developed for the
entertainment purpose. And the game could also be run with minimum
requirements in any Windows 7 or higher platform. It provides a
basic knowledge on how the famous games like Subway Surfer was made
and what was its basic architecture. Plus the project also give us
an overview of the capabilities of the Unity 3d engine.By making
this game we also get the knowledge on how a game is made in
industrial level and what are the basic tools used in making a
game.