Contraptions Design Specification

"The Ship Game 4.5"

Widgets, whatsits, dohickies and thingamabobs

By Kenneth Manta


Main Game Objects

Section 1.*.*


Specification: DO NOT PLACE ANYTHING HERE ITS A COPY

For notes on game design specs see Here
    --------Overview--------
  1. Overview: The Design Treatment
  2. Feeling of the game: Charactor Design, What are you? Story?
  3. Phychological reasons for aspects of the game: Feeling of accomplishment.
  4. GUI Design
  5. Coding Conventions and Patterns
  6. Terminology for game character ----Generic Gameplay----
  7. Gameplay description ---Gameplay Implementation---
  8. Input
  9. MasterSession Loose, undoable design of the session
  10. Game Session(Game Play): How the gameplay, physics and drawscreen interact
  11. Contraptions
  12. Contraption Editor
  13. Network Stucture
  14. Widgets: Parts on a grid that make up a contraption. Widget signals
  15. Dohickies: Widgets shoot out dohickies
  16. Whatnots: Static terrain objects
  17. Thingamabobs: Dynamic terrain objects
  18. Structure of Gameplay
  19. Scripting
  20. Maps
  21. AI ---Specific Gameplay Modes---
  22. Modes of gameplay
  23. Solve Challenges
  24. Challenges
  25. Construct Contraption
  26. Network Battle
  27. Tutorial Design ---Game Screens---
  28. Contraption Edit Screen -------Art-------
  29. Graphic Bible: Style sheets and color schemes (i.e., pantone) for your characters and monsters.
  30. Artwork Design
  31. Sound Design: evil, minor: A list of the sound effects and music tracks required in the game.
  32. Music Design
  33. Other: A list of all other materials which must be produced by the team: press materials, demos, screen shots, box art, manual, etc. ------Ideas------
  34. Future Ideas -----Physical-----
  35. File types and Location
  36. Hosts: Game Hosts and Server Hosts
  37. Instalation, Uninstall, Physical location on CPU ----Marketing----
  38. Contraption's Paraphanalia: The lighter, Poster, Cup
  39. Game Competitions
  40. Unconventional Forms of advertizing. ----Removed---- Discussion on questionable attributes of Contraptions to increase public attention. The boy who spilled the milk to gain attention If its questionable it has to be good.
  41. A discussion of game pricing, marketing strategy, and prizes. ---Development Plan---
  42. Current Work/ Schedule:A detailed project plan and schedule, including a preliminary assignment list for each member of the production team, a list of dependencies (i.e., a Pert chart), reasonable milestones, and contingency plans.
Overview: The Design Treatment




External Libraries

Section 2.0.*

Game GUI Interfaces

Section 1.0.*

GUI Navigation Classes

Section 1.0.0

CGameMode: Implemented in GameMode.cpp SetMode(CGameMode* DerivedClass); CGameMode is implemented in polylib as CScreen and should optionally be changed.

GUI Navigation Maps overview

Section 1.0.1 TitleScreen->SelectionChallenge{ EditShip-> } Section 1.0.2 Game Start->GUIInterface = TitleScreen

Game Screens

Section 1.1.*

Title Screen

Section 1.1.1

Interface selection: The following interfaces Screen should display the games title and a description of each interface type. Optional future game modes
Scattered Notes

Options

Modifies CGlobalOptions Menu system: Configures the gameplay: GUI system is a way the user can play with the interfaces of the game Ship Editing Game Play Optional future threading model Main - Controls input and other threads - Controls screens: game via a control pipe Game?/Physics(N) - Sends screen frame data via pipe. Sends moving object info so that objects can smoothly move even if the physics is slowing Display - Renders at nice framerate: has 2 layers, one for the CScreen(Top) and one for the game/physics(bottom) DataLoader

Main Game Objects Chain of command
CInput->CScreen->CPlayer->CSync->CSession

CSession public interfaces

widgets make up contraptions
gadget


thingy
syn: dojigger, doodad, doohickey, gimmick, gizmo, gubbins, thingamabob, thingumabob, thingmabob, thingamajig, thingumajig, thingmajig, thingummy


whatnot, bric-a-brac, knickknack, nicknack, knickknackery]


what·sit    ( P )  Pronunciation Key  (hwtst, hwt-, wt-, wt-) or what·sis (-ss)
n. Informal 
Something or someone whose name has been forgotten or is not known.

what·not    ( P )  Pronunciation Key  (hwtnt, hwt-, wt-, wt-)
n. 
A minor or unspecified object or article. 

gadgetry


what·sit    ( P )  Pronunciation Key  (hwtst, hwt-, wt-, wt-) or what·sis (-ss)
n. Informal 
Something or someone whose name has been forgotten or is not known.


session does not send over ship pointers

Standard return values for functions
BOOL -	0=worked
		1=Error

bool -	0=failed
		1=success


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