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FALL OF NATION

Chapter 1
About Company
Company Profile
Services

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1.1 Company Profile :

IBL InfoTech is an India based software outsourcing company that focuses on highly
qualitative, timely delivered and cost effective offshore software development services to its
clients. It adheres to stringent quality standards and flexible business practices so as to
enable their clients to operate more efficiently and gain an edge over their competitors.

They offer you the ability to leverage high quality offshore software engineering and
offshore software programming talent. Their wide range of services include website
designing, e-commerce services, graphics and logos design, website templates , website
marketing, product development, software development etc.
.

Why Choose IBL InfoTech?


1. IBL InfoTech has years of experience in providing customized solutions to our clients to
meet their web based needs.
2. IBL InfoTech has the expertise in all areas of web site design and development and other
web site based solutions.
3. In IBL InfoTech, Team of dedicated web designers, developers and professionals offer
services far beyond excellence.
4. Creativity and innovation are our strengths while offering web site design and development
services to our clients.
5. All our services are extremely pocket friendly. Our competitive rates have made it possible
for all types of businesses small, medium and large corporations to take advantage of our
services.
6. IBL InfoTech cater to a large global clientele
7. IBL InfoTech has been successfully catering to diversified vertical, including real estate,
automobiles, tourism, B2B and so on.
8. IBL InfoTech provide end to end business solutions to our clients with development of web
forms for reporting systems
9. IBL InfoTech Team Being cost effective and successful in meeting the deadlines of the
client.

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1.2 Service :

Mobile Application Development


CMS & Ecommerce Development
Website Development
Web Designing
Gaming

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Chapter 2
Environment Description
Hardware Specification
Software Specification

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2.1 Hardware Specification :

Processor : Any Speedy Processor for better Performance


Ram : More Than 4 GB for Better Performance
Hard disk : Should be available more than 10 Gb
System requirements for Unity Android development :
o Android authored content requires devices equipped with:
Android OS 2.3.1 or later
Device powered by an ARMv7 (Cortex family) CPU
GPU support for Open GLES 2.0 is recommended

System requirements for Unity BlackBerry development :


o BlackBerry authored content requires devices equipped with BlackBerry OS 10 or
later

2.2 Software Specification :


IDE : Unity 3D 4.0
Operating System : Windows XP with SP2 or later; Windows 7 with SP1 or later;

Windows 8; Mac OS X Snow Leopard 10.6 or later


System requirements for Unity Android development :
o Android SDK and Java Development Kit (JDK)
System requirements for Unity IOS development :
o Xcode 4.3
System requirements for Unity BlackBerry development :
o Requires installation of Java 32-bit runtime
System requirements for Windows Store/Windows Phone development
o Windows Phone SDK 8.0 requires 64-bit Windows 8 Pro or higher. You can't
develop Windows Phone 8 apps on Windows 7, on Windows Server 2008, or on
Windows Server 2012.
o Microsoft Visual Studio 2012

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FALL OF NATION

Chapter 3
Software Platform
Why Unity?

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3.1 Why Unity?


Unity is a cross-platform game engine with a built-in IDE developed by Unity Technologies. It
is used to develop video games for web plug-ins, desktop platforms, consoles and mobile
devices. It grew from an OS X supported game development tool in 2005 to a multi-platform
game engine.

Following are the reasons why Unity is the natural choice for Game Development.

Rendering

The graphics engine uses Direct3D (Windows, Xbox 360), OpenGL (Mac, Windows,
Linux), OpenGL ES (Android, iOS), and proprietary APIs (consoles). There is support
for bump mapping, reflection mapping, parallax mapping, screen space ambient
occlusion (SSAO), dynamic shadows using shadow maps, render-to-texture and fullscreen post-processing effects.
Unity supports art assets and file formats from 3ds Max, Maya, Softimage,
Blender, modo, Zbrush, Cinema 4D, Cheetah3D, Adobe Photoshop, Adobe Fireworks and
Allegorithmic Substance. These assets can be added to the game project, and managed
through Unity's graphical user interface.
The Shader Lab language is used for shaders, supporting both declarative "programming"
of the fixed-function pipeline and shader programs written in GLSL or Cg. A shader can
include multiple variants and a declarative fallback specification, allowing Unity to detect
the best variant for the current video card, and if none are compatible, fall back to an
alternative shader that may sacrifice features for performance.

Scripting

The game engine's scripting is built on Mono, the open-source implementation of


the .NET Framework. Programmers can use Unity Script (a custom language
with ECMAScript-inspired syntax, referred to as JavaScript by the software, C#,
orBoo (which has a Python-inspired syntax). Starting with the 3.0 release, Unity ships
with a customized version ofMonoDevelop for debugging scripts.

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Asset Tracking
Unity also includes the Unity Asset Server - a version control solution for the developer's
game assets and scripts. It uses PostgreSQL as a backend, an audio system built on
the FMOD library (with ability to playback OggVorbis compressed audio), video
playback using the Theora codec, a terrain and vegetation engine (which supports tree bill
boarding, Occlusion Culling with Umbra), built-in light mapping and global illumination
with Beast, multiplayer networking using RakNet, and built-in path finding navigation
meshes.

Platforms
Unity supports deployment to multiple platforms. Within a project, developers have
control over delivery to mobile devices, web browsers, desktops, and consoles. Unity also
allows specification of texture compression and resolution settings for each platform the
game supports.
Currently supported platforms include BlackBerry 10, Windows 8, Windows Phone
8, Windows, Mac, Linux, Android, iOS, Unity Web Player, Adobe Flash,PlayStation
3, Xbox 360, Wii U and Wii. Although not officially confirmed, Unity also supports
the PlayStation Vita as can be seen on the games Escape Planand Oddworld: New 'n'
Tasty.
Upcoming platforms include PlayStation 4 and Xbox One.

Physics

Unity also has built-in support for Nvidia's (formerly Ageia's) PhysX physics engine (as
of Unity 3.0) with added support for real-time cloth simulation on arbitrary and skinned
meshes, thick ray casts, and collision layers. Unity 4.3 introduced built-in support for
the Box2D physics engine for 2D games.

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Chapter 4
System Description
Introduction
Features
Benefits

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4.1 Introduction :

Fall of Nation is a 3D shooting game developed in unity game engine. This game is 3rd person
player game. User can control the character by using joystick in mobile.
There are various type of enemies in this game. They can attack on player when player reach near
to them.
Player can attack on enemies using gun. User has to set the aim on enemies using joystick. As
soon as the aim is set on enemies, shooting is perform automatically.
Player has to survive in the city and fight with different enemies and have to kill them.

4.2 Features :

Auto Fill Health: When enemies attack on player, the health of the player is decreased. In
this game auto health feature is available which increase the health of player to full after some
period of time automatically.

Auto Shoot: In this game when user set the aim on enemies using joystick, shooting is
automatically perform on the enemy on which aim is set.

Auto Reload: When bullet in the gun is finished, gun is automatically reload with new bullets
after some period of the time.

4.3 Benefits :
Provide Entertainment to Cell Phone user during their free time and traveling.
Among the many benefits usually associated with this game include that development of
players important thinking ability while playing this game.
Improvement of players hand and eye coordination.

This game can help an individual to take off stress and other negative feelings because this
game involve a certain level of fun and excitement.

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Chapter 5
Project Planning
Scope & Objectives
Feasibility Report
Process Model

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5.1 Scope &Objective :


Scope :

This Game will provide complete entertainment with user-friendly GUI and

Smooth Interactions.
Free and smooth movement.
Unique and attractive graphics.
Attractive sound effect that feel you as real

Objective :

Improvement of players hand and eye coordination.


Among the many benefits usually associated with this game include that
development of players important thinking ability while playing this game
This game can help an individual to take off stress and other negative feelings
because this game involve a certain level of fun and excitement.
Provide Entertainment to Cell Phone user during their free time and traveling.

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5.2 Feasibility Report :


A Feasibility study is undertaken to determine the possibility or portability of either
improving the existing system or developing a completely new system.
Feasibility is the measure of how beneficial or practical the development of information
system will be to an organization. The feasibility study involves following criteria.
Whether the identified user needs may be satisfied using current software and hardware
technologies.
The study will decide if the proposed system will be cost-effective and if it can be developed
given existing budgetary constraints.
The result should inform the decision of whether to go ahead with a more detailed analysis.
There are three methods of feasibility study.
1.
2.
3.
4.

Technical feasibility
Economic feasibility
Operational feasibility
Behavior feasibility
Technical feasibility:
It is measure of the practicality of specific technical solution and the availability of technical
resources and expertise. Technical feasibility is computer oriented. The Fall Of Nation
game is technical feasible because of the following reasons.

In Game hardware and software requirement are easily available.


The games have a good GUI interface.
The games will have user friendly form and screen.

Economic feasibility:It is a measure of the cost-effectiveness of a project or solution. This is often called a costbenefit analysis. Economic feasibility deals with the cost and benefits of the information
system.
In the economic feasibility, the development cost of the system is evaluated weighing it
against the ultimate benefit derived from the new system. It is found that the benefit from the
new system would be more than the cost and time involved in its development.
The Game is Economical feasible because of the following reasons.
Game requires less time to react for the user.
The cost of the hardware and software are normal.
GUI interface.
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Operational Feasibility:
Operational feasibility covers two aspects. One is the technical performance aspect and other
is the acceptance. Operational feasibility determines how the proposed system will fit in the
current operations and what, if any job restructuring and retraining may be needed to
implement the system.

In the system operational feasibility checks, whether the user who is going to use the system
is able to work with the software with which the system is coded and also the mind of the
user going to use the system. If the user does not understand or is able to work on the system
further development is of waste.
Behavioral feasibility:Behavior feasibility determines how much effort will go in the proposed information system
and in education and training efficiency on the new system.
It is a measure of how well the solution will work in the organization. It is also a measure of
how people feel about the application. Behavior feasibility is people oriented. Some question
arises in the behavior feasibility, we discuss on this question.
Q-1 Is the problem worth solving or will the solution to the problem work?
Ans. Yes, the problem is off course worth solving because the system existing today is more
time consuming and full of extra content like advertisement, other application link etc. so, the
problem is worth solving.
Q-2 How the end-user feels about the problem?
Ans. This Game provides a best operator specification through its user friendliness. That is
any kind of training is not required to play the game. So, the non-technical person can use i

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5.3 Process Model :


One of the most important parts of the software engineering is deciding the process model of
the project that will be developed, because the process model has significant effects on the
overall project. Here waterfall model may seem to be most appropriate model at the first
instance. However, there will be minor changes throughout the process, but they will
continuously occur. So using Spiral model, which combines incremental development and the
waterfall model, can be thought as more convenient model. Requirements or wishes of
customer may change during the development process as project team gather with customer,
therefore minor changes becomes inevitable. Also specifications of the project are not
concluded with the exact decision, so it is clear there will be changes and improvements. All
these reason leads to apply Spiral model.

Chapter 6
Risk Table

Risks

Category

Probability

Impact

Unrealistic schedule

PR

70%

Developing the wrong software function

TR

30%

Developing the wrong user interface

TR

20%

Technology will not meet expectation

TR

30%

Lack of training on tools

DE

60%

Less reuse than planned

PS

50%

Impact values:1234-

Catastrophic
Critical
Marginal
Negligible

Chapter 7
Project Scheduling
System Work Flow
Timing Diagram

7.1 System Work Flow :

7.2 Timing Diagram :


1-Jan-2015 To 31-Mar-2015
January
TASKS
1 2 3 4
1) Requirement Analysis
Gathered Requirement
Analyze gathered information
Determine basic functionality
Determine scope of game
Milestone : Requirement
2)Analysis
Planning
and Risk
Complete
Analyze data for possible risk
analysis
Identify potential risk
Determines different modules
Milestone : Planning
3)Complete
Designing
Design Menu Interface
Design City Environment
Design enemy model
Design player model
Milestone : Design Complete
4) Coding and Animation
Implement logic for
Implement state diagram for
transaction
Implement enemy animation
model
Implement player animation
Coding for various activity
Milestone : Coding Complete
5) Testing
Test game on different device
Check accuracy of game
Test system with multiple
Milestone : Testing Complete
users

February
5

March
9

1
0

11

1
2

Chapter 8
System Analysis
Use Case Diagram

8.1 Use Case Diagram :

Chapter 9
System Design
Activity Diagram
Sequence Diagram

9.1 Activity Diagram :

9.2 Sequence Diagram :

Chapter 10
System Implementation
Screenshots

Chapter 11
Testing
System Testing

11.1 Testing :

Test Case
No.

Test Case
Description

Steps

Shoot

Set aim on
enemies

Auto shoot

Shoot

Set aim on
other object

No shoot

Result

Chapter 12
References
Reference Books
Website

12.1 Reference Books :

Beginning 3D game development with Unity 4.


All in one, Multi-Platform Game Development.
Second Edition by Sue Blackman.
https://www.it-ebooks.info/book/2937

Unity 3.x Game Development Essentials


Game development with C# and JavaScript
By Will Goldstone
https://unitybook.net

12.2 Website :

Some of the Assets were available on below link for use in Game
https://www.assetstore.unity3d.com

Live Training Sessions by Mike Gieg and Archived videos available on


https://www.unity3d.com/learn/live-traning

Documentations of API is available on


https://www.unity3d.com/learn/documentation

Additional Tutorials and Code Snippets are available on


https://www.unity3d.com/learn/resources

Users of unity technologies share their views & difficulties through blogs.
Project showcase, Work Collaboration and Guidance is also available on
https://www.unity3d.com/community

Some of the video tutorials and help is available on


https://www.unity3dstudent.com

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