Game Name: Chobits Development Team: David Seneker (dseneker@andrew.cmu.edu) Dan (Luisa) Lu (danl@andrew.cmu.edu) Game Description: Chobits is based on the anime series of the same name. The players control the persocons (humanoid robots) Chii and Sumomo as they carry out missions for their owner, Hideki. The objective is to create an entertaining game for one or more players while maintaining the spirit of the anime. The game will run on the cluster machines, and maybe something else. ======================================================================================================== Game Features: € Single and multiplayer modes Depends on next feature listed, might have no interaction, except collision € In multiplayer mode the opponents can fight (in a nonviolent way that follows the anime) interaction not defined yet (black chi vs white chi?) € Multiple levels with data driven design Levels are based on the actual story develpment from the anime See sample level below € Follow the spirit and storyline of the animated series Chobits Intro screens for each level provide background Level file and course file define the interaction in game and story development entirely in data € Minimap to help the player navigate Mini map is associated with the course map, stored as an image ======================================================================================================== Technical Features: € Multiple sets of functions to handle camera logic, physics, input methods, and world modeling styles to differentiate levels. The logic is chosen dynamically when a level loads, according to the level description file. For example, one level might have an interface like Diablo II, but the next plays like a first person shooter. € Neat Stuff ======================================================================================================== Implementation Plan: Original source code and content for Chobits will include the following: € Completely modular, swappable world, AI, input, and camera logic classes € All game maps, models, textures, animation, sounds, and other game data (except some textures noted below) ======================================================================================================== Source code and content acquired and used from outside sources include the following: € Starter code provided for the class in previous labs ======================================================================================================== Schedule: The Chobits project will begin in November of 2002 and is planned to be completed in 5 weeks to meet a December 2002 rollout. The major milestones of the project are the following: € Tue Oct 29: Project Announced Game Design Start Coding \200 Fri Nov 01: Wk0_____________________________________ € Tue Nov 05: Design Documentation Due \200 Thu Nov 07: * Midterm * Read files and data Display Intro Basic Control \200 Fri Nov 08: Wk1_____________________________________ \200 Wed Nov 13: * Lab 3 Due * Render world Load 3DS and other objects Game loop \200 Fri Nov 15: Wk2_____________________________________ Camera controls Collision detection World interaction? Level 1 done and playable \200 Fri Nov 22: Wk3_____________________________________ € Tue Nov 26: Project Review Due (check into CVS) \200 Wed Nov 27: * Thanksgiving break start * Design other levels Add features and effects \200 Fri Nov 29: Wk4_____________________________________ \200 Sun Dec 01: * Thanksgiving break end * Feature freeze Play and Debug \200 Fri Dec 06: Wk5_____________________________________ \200 Mon Dec 09: * Final week start * € Fri Dec 13: Project Demo € Nov 11: Playable game (map and player moving) € Nov 22: Begin internal testing (level 1 finished) € Dec 08: Feature freeze (no new ideas...unless they're really cool...time to finish-up!) ======================================================================================================== Detailed TODO list: lvl file read file set input control set other options (chi, light, num players?) course map load map build world (quad tree) make general obj load 3ds obj mini map load and draw draw chi location AI and game loop animate obj collision detection check interaction camera control 3rd person detached (mario 64) first person attached (FPS) lvl design make intro screen design dialog? grab texture make 3DS models and other objs ======================================================================================================= Example levels: lvl 1 - Buy panties Map is the town (control Sumomo, who indirectly controls Chi) Walk from home to the lingerie store Get distracted by various related objects in town ie: posters, girls, panty truck lvl 2 - Buy Chi's favorite book (second trip to book store) Map is the book store (control Chi directly) Walk around the book store, find THE book Also buy magazines for hideki (dishes) lvl 3 - Going to work (normal or the second kidnap) Map is the town (control?) Walk from home to work Get distracted by the book, and some other stuff lvl 4 - After the first encounter with black chi Map is the town at night (control?) walk/fly around town and find Hideki Shut down normal persocons close to you (what about multiple chi?) ===================================================================================================== Course file: (predefined objects) map of the level starting location goal (location/object) : ie store, book mini goals (distraction) : car, posters, other books, people animated object (non interactive) : people on the street ===================================================================================================== Level file: course file with associated mini map (bitmap) texture for general objects (ie building, book case) 3ds model for special objects input method per camera control direct chi mode / sumomo mode 3rd person / 1st person chi mode (super chi, see lvl 4) scene light setting (see lvl 4) ===================================================================================================== -the end-