tl;dr
It's a top-down space shooter with a focus on artificial intelligence.
Where do I start?
Take a look at the Class Hierarchy. That should give you an idea of the project structure.
Brief
This section is the brief we received for the project. Word for word.
Controls
- The player’s ship is controlled using the left, right and up arrows.
- Left and right arrows cause the ship to turn anticlockwise and clockwise respectively.
- The up arrow applies thrust to the ship in the direction it is pointing.
- The space bar fires a bullet.
Factories
- These produce predators while actively trying to evade the player.
- They can survive four hits from the player.
- When the player’s ship is within range they will take evasive behaviour, otherwise they wander at random.
- If factories meet they will flock.
- A factory will fire interceptor guided missiles at the player once the player is within range.
- Interceptor missiles have the same maximum speed as the player and will explode if they do not reach the player within 10 seconds.
- A factory can only have five interceptor missiles “live” at a time.
Swarm Boids
- These swarm in groups and tend towards the players ship
- Once they are within range of the ship they then plot an intercept course for the ship.
Predator Ships
- These seek out the player and intelligently engage them.
- They have the same firepower as the player ship.
- Predators move in flocks and can also collect “power-ups”!
Obstacles
- Exactly what it says on the tin
Power-Ups
- To be decided by individual game designers.
Other Requirements
- Friction operates in the game and any moving object will slow down over time if thrust is not applied to it.
- All entities try to avoid obstacles.
- Collision with an obstacle results in death.
- The screen should scroll so that the player’s ship is always in the centre of the screen.
- The game is wrap around with the total area of play 9 times that of a single screen.
- Radar will be provided for the player.