"Cityhunter" Game Progress master control, and demand design

Source: Internet
Author: User

Requirements List
Serial number Title Describe Progress
1

Game Main interface

The game enters the main operating interface,
2

Basic positioning function

To achieve its own positioning function,
3 Marker in special locations

Search surrounding banks (asset protection), hospitals (status responses), stores (prop purchases),

The infrastructure of the school (skill learning) and mark the marker in the map

4 Implementation of Marker Click events Click the appropriate marker to expand the Action menu
5 Drawing the Marker Action menu Draw a menu of operations for banks, hospitals, and stores
6 Draw player State Interface Player basic information and role status interface
7 Drawing the Prop interface
8 Drawing Skill Interface
9 Drawing the Equipment interface
10 Drawing the Task interface
12

Core gameplay

players will explore the treasures in the city, each city has a few specific buildings, is the game, the city's elders live in the hands of the city, the most mysterious heritage treasure map (one Piece), this heritage treasure map, is only the chosen hunter, To be eligible. "deleted in 2016-7-11"

Players can be anywhere on the map, select an area, and then decorate some defense agencies and props, the local small map, designed to be a "ancient tomb", and then pay a certain fee as a treasure, this treasure map released, and as a guard Republicans, other players can buy the corresponding treasure map, and then began to explore, If you touch the appropriate organs, the amount of blood will be impaired, when the blood is 0 o'clock, the challenge failed to buy a treasure map needs to pay the guard set the total cost of 20% as a fee, and then each challenge, but also to pay 1% of the challenge fee (first challenge free), these fees will be in accordance with a certain proportion of the dealer, At the same time in accordance with a certain proportion, accumulated to the "prize pool", if the player challenges success, will be the treasure deposited in the village and the prize pool (the more people who challenge the failure, the more the prize pool), a treasure map, once cleared, it will expire.

This is a tomb-robbing and anti-robbery game, both sides through the use of some organs and props to achieve the purpose of digging treasure and keeping treasure. A treasure map, generally have at least two elements, one is a treasure box key, one is a treasure chest, attack and defense must both have both, to be able to guide the map. And the guard can have a variety of defense weapons or terrain agencies, to attack and defense caused a certain state and blood volume or props and so on.

"Inspiration: The result of chatting with a cousin who has been studying in Peking University and has been an inspirational game planner"

Technology implementation: The use of unity3d technology to achieve, and will be designed in the late integration of AR elements, such as opening the camera in a certain position, can be seen through the screen guarding the set of organs (through the GPS distance, geomagnetic, acceleration sensor, gyro to determine the location of mobile phones, To measure the location and perspective of the animation, including the perspective of the sound changes.

Skill List
Serial number Skill Name Skill description
1 Anti-Gravity

In the inverse gravity field, the attacking side must reverse the vertical direction of the cell phone as the gravitational field changes, and in the wrong gravity direction,

Can cause a decrease in blood volume. The inverse gravitational field will be changed over and over again without rules.

2 Crack generator

Ability to hide certain features in the map, such as treasure keys, from hidden map elements that cannot be retrieved

Or destroyed, the crack generator must be closed first. The crack generator has a certain range of coverage, at the same time due to its own non-

Ability, so extremely vulnerable, the attack side only need to find the crack generator switch, close it.

Item List

"Cityhunter" Game Progress master control, and demand design

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