Professional Documents
Culture Documents
Chapter 1
About Company
Company Profile
Services
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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.
.
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1.2 Service :
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Chapter 2
Environment Description
Hardware Specification
Software Specification
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Chapter 3
Software Platform
Why Unity?
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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
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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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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 :
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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.
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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Chapter 6
Risk Table
Risks
Category
Probability
Impact
Unrealistic schedule
PR
70%
TR
30%
TR
20%
TR
30%
DE
60%
PS
50%
Impact values:1234-
Catastrophic
Critical
Marginal
Negligible
Chapter 7
Project Scheduling
System Work Flow
Timing Diagram
February
5
March
9
1
0
11
1
2
Chapter 8
System Analysis
Use Case Diagram
Chapter 9
System Design
Activity Diagram
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
12.2 Website :
Some of the Assets were available on below link for use in Game
https://www.assetstore.unity3d.com
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