N.N.N.

Carvey Hor . CSE 380 . Spring 2009

Introduction

The contents of this site constitute a design document for the game N.N.N., a 2D side scroller under development by Carvey Hor for his CSE 380 individual project. N.N.N. will feature basic elements of game programming such as collision detection, gravity, real time physics, artificial intelligence, and multi-threaded rendering.

Technology

N.N.N. will be developed for the Windows Platform using a custom-made game engine developed by Carvey Hor. DirectX will be used as the underlying rendering technology. XACT will be used for all music and sound effects management. Artwork and sound design will be as elaborate as time allows.

Story

Evil denizens are polluting the earth!!! And it's come to a boiling point. From your metropolitan candy wrapper criminals to major corporations pumping toxic waste into our sewers, you must stop them before they bring about the death of our planet.

Objective

This game is unique in that it is not based on either a traditional Hit Point system or a Timer system, but a combination of both. The environment itself has a base amount of hit points, and enemies scattered about the area passively generate pollution, each contributing damage to the environment thusly. The objective of each level is to clear the area of enemies before they destroy the environment.

Gameplay

N.N.N. is a 2D side-scroller featuring gravity and jumping. As Carvey, the protagonist, you will wield an arsenal of weapons to dispatch the ecological infidels that roam the land. The weapons you will employ include:

With a possibility of summoning EPA minions.

As enemies represent the timer aspect on the environment's HP, game difficulty would drastically decrease as your kill count increases. So naturally, enemies will cause more damage as enemy count decreases. Enemies vary in strength (or damage dealt) , HP count, and some possess regenerative abilities. Touching an enemy will temporarily stun the player or knock him down.

Aside from his weapon arsenal, the player can stem the damage caused by the pollutants by planting trees and posting eco-friendly ads on walls. Ads generate a single boost of HP immediately, whereas trees take a little while to sprout, and then contribute a small but constant boost of HP. These abilities are limited, and players must collect resources from defeating enemies in order to use these techniques. Tree seeds are rare, whereas recycled paper is uncommon.

A note on weapons: Ideally, weapons dropped by enemies should be extremely rare. Instead, enemies drop a currency, which the player can use to purchase and upgrade weapons in between levels. However, for the sake of simplicity, an alternate weapon system may be implemented. One possibility is the player starts out with a limited amount of ammo for certain weapons.

Controls

Keyboard Controls:
Move Left: A
Move Right: D
Jump: W
Use Weapon: Space

Cycle through weapons foward: J
Cycle through weapons backward: K
Post Ad: L
Plant Tree: I
Summon EPA Minions (maybe): O
Pause: P

Graphical User Interface

The GUI will consist of:

Art

All artwork in the game will be original to the fullest extent possible. Some images may be borrowed. The following needs to be created:

Sound

Sound effects will be created to coincide with the following events: