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Nuclear Gecko www.nucleargecko.com Dwaine Hewitt Jr.– Director Chris Clark – Artist Scott Seeley – Sound Lead, Web Admin David Hinton – Lead Programmer David Gutierrez - QA Organizational Chart Game Proposal Overview Game title Game play description Target audience The lure of the game

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nuclear gecko www nucleargecko com
Nuclear Geckowww.nucleargecko.com

Dwaine Hewitt Jr.– Director

Chris Clark – Artist

Scott Seeley – Sound Lead, Web Admin

David Hinton – Lead Programmer

David Gutierrez - QA

game proposal overview
Game Proposal Overview
  • Game title
  • Game play description
  • Target audience
  • The lure of the game
  • User interface
  • Level design
  • Target platforms
  • Key technologies
  • Intellectual property

www.NuclearGecko.com

game title
Game Title

Sudden Drop

www.NuclearGecko.com

interface
Interface

FEATURES

  • Endurance meter
  • Cave Network Map (CNM)
  • Weapon/Item Inventory
  • Speedometer
  • Cave view
  • Falling entities view
  • Multiplayer

www.NuclearGecko.com

target audience
Target Audience
  • Everyone 10 and older (E10+)
  • Genre: Adventure/Racing
  • Themes/Warnings: Cartoon Violence, Minor Gore

www.NuclearGecko.com

game play
Game Play
  • BASIC CONCEPT: Freefalling through a tunnel network trying to get to the core or central point of various planets.
  • L, R, U, D CONTROLS: Can move left, right, up and down to avoid hitting walls or obstacles.
  • FAST SPEED CONTROL: One button to give a boast of speed. Limited use.

www.NuclearGecko.com

game play continued
Game Play continued
  • SLOW SPEED CONTROL: Use another button to slow yourself. Also limited use.
  • COLLECT ITEMS CONTROL: A button to use any type of special items you gain while falling.
technologies
Technologies
  • C# Programming Language
  • XNA IDE
  • Graphics: Static 2D layers that get smaller and fade to give depth to the look of freefalling. Slowly have them come up to give the feeling of falling.
  • Sound: will be created and converted using XACT, XNA’s sound component.
  • Platform: XBoX 360, PC.

www.NuclearGecko.com

level design
Level Design
  • Main tunnel:

Start off in a main tunnel then have branches off into side tunnels that are randomly created based on set models we have for each.

  • Branches converge:

At different points branches converge so we can have special events that each time, you must go through. (like a cave in with rocks you have to avoid etc.)

  • Collecting items:

Items such as power-ups that enables slowing yourself for a short time (item example: a parachute). And items to increase your endurance to slow / speed yourself up.

www.NuclearGecko.com

intellectual property
Intellectual Property
  • All objects that will be used by our team for the final project will be the intellectual property of NuclearGecko.
  • Code Policy
    • Tutorials and other projects
    • Our own code

www.NuclearGecko.com

project management
Project Management
  • Milestones: To be determined, prototype being worked on now
  • Schedule: Microsoft Project
  • Bugs: Mantis
  • Meetings: Weekly, IM, Physical Meeting
  • Progress reports: done by way of IM logs and official reports in Adobe Dreamweaver
game lure
Game Lure
  • Simple concept
  • Casual to hardcore gamers alike will enjoy!
  • Different, distinct races
  • Different motives and endings
  • Attractive interface, complete with item collections and power-ups.

www.NuclearGecko.com

game lure14
Game Lure
  • Tribute to old arcade games such as Tempest
  • Enhancing on the current concept and making multiplayer adjustments (later)

www.NuclearGecko.com