Term Project:

2D adventure/RPG game: This game will be from a 2D top-down perspective. It will be an adventure game with RPG elements set in a fantasy setting. It will be story driven and involve killing enemies and solving puzzles. I think this would be a good project for a DAS class because it should be a fun game that involves a great deal of programming. It will require creating images for the characters, objects, and maps. It may also require coding of some basic artificial intelligence for the enemies.

Overview:
Working Title: Time's Antithesis: Trial of the Guardian

You are a supreme being ("The Guardian of Time") sent to Earth to stop a cataclysmic event from happening. The townspeople have been taken over by the evil Clockwork Dragon, who is bent on the destruction of the world.

The townspeople will try to kill you since they are under the control of the evil dragon, but you have the power to return them to normal. Your primary weapon, the "Chronolith Sabre" allows you to weaken your enemies enough so that you can use your "Gauntlets of the Tranquil" to absorb the evil from the townspeople. Capturing the "Essence of Time" from enemies fuels your time stop ability. You will have a mana bar so to speak that allows you to stop time, but to refill it you must save more townspeople.

You need to defeat the evil Clockwork Dragon who is trying to open up a time rift that will swallow the world. If he gets enough power (controlled townspeople) he will succeed, so it is a race against the clock. You need the help of the townspeople to reach him, so you have to save enough of them so you can kill him. Once he is defeated, the world is saved and everyone returns to normal. You are the hero.

Interesting Features:
-Time stop ability: You have a time stop meter that allows you to stop time. If it is turned on, the meter drains. When it is fully drained, you can no longer stop time. You have to save townspeople to recharge your meter. The time stop ability greatly helps you in combat. -Soul counter: It goes up over time so you need to keep saving people. If it goes too high, you lose. You need to save enough souls to create a time rift portal, which will allow you to reach the Clockwork Dragon's lair, where you can kill him. -Puzzles/Quests: There will be various puzzles/quests that you have to complete to proceed in the storyline. These will include knowing lore about the story and performing tasks for the saved townspeople such as retrieving things for them in exchange for necessary items and equipment, such as keys.

Description of User Interaction:
The game will be played by moving the main character around the map using the arrow keys. You will be able to attack with your sword using the 'Q' key. The combat will be real time and action oriented instead of having an RPG-like battle system. You will have to be facing the enemy and within range in order to hit them. The 'E' key will be used to interact with objects and npcs. Pressing 'E' when near an npc will communicate with them and allow you to accept quests. Hitting the 'I' key will bring up the character/inventory screen. The main screen will display relevant information such as health and mana. Your objectives will be discovered through conversations with npcs.

Milestones and Dates:
1.) Create the maps, sprites, and other artwork by Friday 11/12 (completed).
2.) Display health and mana bars on the screen by Monday 11/15 (completed).
3.) Create character/inventory screen and make it visible when the 'I' key is pressed by Monday 11/15 (completed).
4.) Be able to move the main character around the screen using the arrow keys by Wednesday 11/17 (completed).
5.) Put in collision detection for the edges of the map and other objects by Wednesday 11/17 (completed).
6.) Implement the ability to attack enemies using the 'Q' key by Wednesday 11/17 (completed).
7.) Implement the time stop ability by Wednesday 11/17 (completed).
8.) Populate the world with enemies and npcs by Friday 11/19 (completed).
9.) Implement hit detection for fighting enemies by Monday 11/22 (completed).
10.) Create basic enemy AI by Monday 11/22 (completed).
11.) Put in the quests and puzzles for the main storyline by Wednesday 11/24 (completed).
12.) Create the final boss battle to beat the game by Wednesday 11/24 (completed).
13.) Testing and bug fixing by Sunday 11/28 (completed).

Source Code:
Code posted 11/19 - initial GUI
Posted 11/26 - can move player around screen
Posted 11/27 - added collision detection/attack ability
Posted 11/28 - added enemies/timestop ability/hit detection/first quest
Posted 12/1 - updated maps, added title screen and intro music
Posted 12/2 - finished game - updated maps, added additional quests, and added final boss battle