Team Level | a student game dev log

Typist

Here the completed game for Typist. Well, it’s not totally complete but complete enough. I never ever want to work on this game ever again.

If you have problems getting it running, make sure you install the VC++ redistributable and the latest version of DirectX.

Download Typist (98.8 MB)

Benchmark 2

Here’s an update. There’s render threading, spawning, dialogues, scripted events, and you can type stuff. It’s starting to look like a game, but the gameplay isnt there yet. Also we don’t even have a solid game name yet. Whatevs.

Download.

Storyboards

Some storyboards and mockups:






Design Doc

TYPIST
by Chris and Chris

INTRODUCTION

This is a design document for the 2D typing game “Typist”.  The intent of this game will be to test and improve the users reflexes and typing skills.  The game play will involve aspects found in strategy games in addition to typing.

BACK STORY

The evil King Muris implemented his devious plan to exterminate all typists from the land.  When King Muris murders your family and all you hold dear, you are one the few remaining with enough courage to fight back.  Raise your army using your quick wit and even faster fingers to fight through the king’s forces and defeat him to avenge your family.

OBJECTIVE

The task of “Typist” is to ultimately combine accurate typing skills with an efficient strategy to defeat the waves of enemies.  King Muris has a way with words that is paralleled but none other.  You must match him word for word to defeat him at his own game.  Once the king has finally fallen, you will have a resolution to the anger you’ve kept inside for so long.

GAMEPLAY

A revolutionary typing-strategy hybrid will allow the user to experience the best of both types.  Gameplay will consist of an enemy shouting words that the user must type to build up your energy.  As your energy builds, you will be able to spawn stronger units and activate more powerful spells.  In order to activate these units/spells you must type the name as it appears on screen.  These units and spells will be used to counter the waves enemy units.  The goal is to counter these units and deplete the enemy’s health before the enemy depletes yours.  Once the enemy is defeated, the user can progress once more on the world map towards the king’s castle.

CONTROLS

The keyboard is thy weapon.  Since no cursor will be implemented the entire game will be controlled using the keyboard. In the battle mode, every key stroke will be read to determine what the user is typing.

GRAPHICAL USER INTERFACE

The initial screen will display the team logo.  Shortly after, the main GUI will be displayed allowing the user to start a new game, inquire with a help menu or about menu, or simply quit the application.  There will be no cursor because the King has seized control over all mice throughout the land.

  • Main Menu – Before the game begins, this menu will be displayed.  The way to select the different buttons will be to type in the command you wish to execute (for those lazy players, the arrow keys can be used to select as well).
    • New Game – This will begin a new game.  Before the game starts, a back story will be displayed on screen.
    • About - This will display the information on who was involved in the creation of the game.
    • Controls – Displays the controls
    • Help – This will tell the user how to play the game.
    • Exit – This will display a confirmation screen prompting the user to either exit or return.
  • Pause  GUI – Menu that appears when the user presses ESC or types pause while in game
    • Quit – This will prompt the user to either quit the current game and return to the main menu or to return back to pause menu.
    • Continue – This will allow the user to continue the current game.
    • About - This will display the information on who was involved in the creation of the game.
    • Help – This will tell the user how to play the game.
    • Exit – This will display a confirmation screen prompting the user to either exit or return.
  • In-Game GUI – This will screen will occur during the battle.
    • Player Health – When depleted, the user loses
    • Player Energy – More energy means more powerful units.
    • Unit/Spell List – Appears next to Energy bar dictating which unit/spells can be activated.
    • Enemy Health – When depleted, the user is victorious.
    • Console Prompt – Area at the bottom of the screen where the user will type commands.

ARTWORK

All artwork in the game will be original. The following needs to be created:

  • Hero – Hero will need to have animation to walk on the world map as well as a casting animation for the battle.  He also must have a dying animation.
  • Units – The following units will need to be created for both the human and rat races.  They will all need to have animations for walking, attacking, and dying.
    • Knight
    • Ranger
    • Giant
  • Spells – The following spell animations must be created for the battle screen.  They will be cast directly from Hero.
    • Strength – boosts the health and speed of the next spawned unit
    • Speed – boosts the run and attack speed of the next spawned unit

Artwork for the GUI screens as well as both phases of the game must be created as well.

SOUND/MUSIC EFFECTS

All sound effects and music will be original. There will be background music during the main menu and the world map phase of the game.  The music will become more intense during the battle phase of the game.  The following sound effects will be needed:

  • Spell cast
  • Battle sounds
  • Units Spawn
  • Death
  • Attacks
  • Music
 

Essentials