Design summary for a Nintendo DS game developed by Jimmy Marcus Larsen as a fifth semester project at Aalborg University.
The game is not being worked on anymore.
01-10-2006
This project is dead, but the code lives on.
08-12-2005
Updated everything.
20-09-2005
Updated general features, the game world and game engine.
12-09-2005
Updated philosophy.
The primary goal of the game is to turn the player into a yelling ninja sensei. This is done by putting the player in charge of a small team of ninja students, and let him or her control them with voice commands.
General features
Context sensitive voice control of a small group of ninja students.
Unlimited amount of levels.
Fight or sneak your way through the levels.
Pandas to ride on.
Evil enemy pirates who shows no mercy.
Levels
There will be several different types of levels, all randomly created. Scouting missions, recruiting missions and cleanse missions is all on the drawing board.
Characters
The main character is Sensei. An experienced ninja sensei who are always looking for new students to train, as they tend to die quickly.
Civilians are recruitable as ninja students, but Sensei should be careful of who he recruits as they are not all trustworthy. The pirates will also try to recruit them.
Enemies
Pirates will be placed randomly around the map at the start of the level. They will attack on sight or if you are being noisy. Meaning, they won't see you if you sneak up behind them. They are trying to recruit new students as well, so be sure to let them get the not so trustworthy ones.
Objects
Different obstacles will be placed around the map. These consists of, among other things, trees and traps.
Weapons
Shurikens (throwing stars) are the primary weapon of the ninjas. The pirates use swords and guns.
Backgrounds
Sprites
Each character and enemy sprite will utilize sprite rotation features, and be moved by a semi-realistic physics based system.
Camera
The camera will follow the player character only, and will do so in a close view from directly above him. Not too much of the map is revealed, which will enable surprise attacks and force the player to look at the radar on the top screen.
User Interface
There will be indicators of different kinds on the left and right side of the screen, and the top screen will consist of a large map of the level.
AI
Intelligent behavior is planned, but first I need to get more intelligent myself.
Sound
You make the sounds. That can't be my job as well.
Speech Recognition
The next big thing is context sensitive speech recognition. Meaning you can say anything and the game will always react intelligently. Only limited by the features of the game engine.
Project report
As the game is the direct result of my fifth semester project, a report has been written as documentation.
Download PDF-version (only in Danish - sorry)
Source code and assets
The source code available is still very messy.
Zip contains both code and graphics
References
Well, the project report is full of them...
Designer's Notes
This document is not copyrighted - feel free to steal all the ideas.
Special Thanks
All the people behind libnds and devkitpro.
_0xtob for hints on using the microphone.
My girlfriend for (among other things) cooking me food and cake.
My son (almost 2 years old) for testing.