Network Bomberman: Design Document Approaching the Design: Although every system requires a design strategy, this system is already single player capable which should make the approach to the design easier. However, looking at the system as it is, it becomes clear that a number of features need implementing to enhance the player’s game experience on a more basic level. These features include: A Menu System / GUI This will provide the player with a better means of controlling and customizing the game to its needs. Music and Sound Effects Introduction of a game soundtrack and sound effects should make the game more enjoyable to play, and enhance its atmosphere. Multiplayer Options The option to play the game with multiple other players will most definitely increase the value of a gaming experience. A multiplayer game always has more user interactivity, which is a major part of an entertainment system. Finishing Touches Although the game is playable as it is there are a number of things that need touching up. For example, at current the game does not end, and the player cannot die or kill any of the other players. This reduces the potential satisfaction from playing the game, as the player cannot complete his main objective – to win. As the multiplayer aspect of the game is what I will be aiming to implement, I will outline a few of the steps and decisions I will have to make to introduce this into the game. Firstly, as a multiplayer game needs multiple players to function, it must be decided how the players will all become part of the game. Generally multiplayer games tend to work in the following way: 1. All of the players customize their game options and get ready to play. 2. The first player (host) creates the game, and waits for the others to join. 3. Each of the other players join the game, and are informed of the number of players currently in the game. 4. When everyone is ready, the host starts the game. 5. Each player in the game negotiates with the host to load the correct map/player positions. 6. The game starts and throughout, each player sends data on their current positions and actions, and these are interpreted and updated by the rest of the players. 7. When a player wins the game, everyone is informed and given choices on what to do next. 8. The players either exit, or start another game. Although menus and point and click GUIs are a lot more user friendly and more pleasing to the eye, in terms of storing player names, game names etc. I think it would be much more efficient to use a command prompt type interface to initialize the network game. I think that the main problem I will encounter is the transmission of data between the players. I will have to devise a protocol of some kind to allow regular, organised data interchange between the players. Setting up the net game and connecting should be no problem. However, synchronising the sending and receiving of the players’ actions should be the most difficult task. As there is so much data to transmit to the other players, I think that the best way of transmitting the data is to store it in memblocks, which can be sent and interpreted at their destination, to update any changes in the game. System Breakdown: This screen is displayed while the game is loading and the network game is being initialized and set up. It may be displayed more than once depending on when the game has media to load into memory, or settings to be adjusted. This is the menu screen. Once loading is complete, the player can make a choice of whether to start a new game, join another game, change game settings, receive instructions on how to play and join a game, or exit. The screenshots to follow will show what happens in each of these cases. This screenshot shows what happens when you choose to start a network game on the main menu. The command prompt-type interface prompts you for the game name and the name of your player and stores them before the game is initialized. Once the settings have been entered by the user, the host is displayed with this screen. When new players join or leave, the text shows these changes and updates “players:” with the new number of players. Once there are at least 2 players in the game, the host is given the option to start. When a player attempts to join a network game, they can either enter an address to connect to, or leave it blank to search for games. The game then connects to the address, and once a game is found its name is displayed with the number of players, the player then enters their name, and is greeted with the “Waiting for Players” screen above. This is an in-game screenshot. There are 2 players currently playing. The player names and scores are displayed at the top of the screen. Thanks to the programming behind the game, the two characters are being independently controlled by the players in the game. User Interaction: Controls: Arrow Keys: Player Movement Up Arrow – Move Up Down Arrow – Move Down Left Arrow – Move Left Right Arrow – Move Right Other Functions: Control Key – Place Bomb Escape Key – Quit Game The controls for network bomberman are fairly simple. After entering the network and game settings via the keyboard, the player controls the position of their character with the arrow keys. The player cannot move past the red (indestructible) blocks, or the green bushes. Although the green bushes can be destroyed with a bomb and may sometimes reveal a powerup. Powerups come in 2 forms, the first being a flame powerup, which increases the blast radius of the player’s bombs. The second being a bomb powerup which increases the amount of bombs available to the player at any time, up to a maximum of 4. Credits / Acknowledgements: The bomberman bitmap used in the menu and loading screens was sourced from google images (www.google.com/images). The in-game music was produced by “The Prodigy”. The sound effects were sourced from the internet, and the halflife mods “Day of Defeat” and “Counter-Strike”.
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