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Dakota Humphries (Project Lead)Thomas Impellitteri (Tech Lead)Daryl McGhee II (Design Lead)
Keith Rosier (Asset Lead)
Supernova Blindside
• Turn Based Strategy Game• 3 Grids to Strategize and Attack• Complete Objectives• Capture Planets for Money• Customize Ships for Added Strategy• Travel through space and progress storyline
Gameplay
Scout FighterGunship
Battleship Cruiser
Gameplay (cont’d)
• Buy ships from shop• Objectives are given at the level start• Do what you must to win– Destroy planets– Destroy stars– Capture planets for currency– Upgrade ships using currency
Dakota HumphriesProject Lead
• Scheduling• FMOD Sound– 3D Sound
• Collision• Combat System
3D Sound
• What is 3D Sound?– Emitter vs Listener– 2D vs 3D Sound
• Basic 3D sound update
2D vs 3D Sound
2D Sound:
2D vs 3D Sound
3D Sound:
2D vs 3D Sound
3D Sound with 2 Speakers:
3D Sound
• Updating Emitters & Listener– 3 Easy steps for updating• Update the position• Calculate the velocity• Send the information to FMOD
Current Position
Old Position
Time
3D Sound
• Updating Emitters & Listener– 3 Easy steps for updating• Update the position• Calculate the velocity• Send the information to FMOD
Thomas ImpellitteriTechnology Lead
• AI– Path-finding– Decision Trees
• Integration• Picking • Lua Scripting
Path-finding
• Path-finding– Start to Goal– Simple Distance Checks
Path finding, How its done
• Alone, lost in goals
Decision Trees
• Decision Tree– Brain of the Operation– Decides all options for path-finding– Finds who to shoot
Decision Tree, helping hand
AI finds its way
How its doneNodes with function pointers
Daryl McGheeDesign Lead
• Menu System• Shop and Upgrade System• Camera• Object Creation and Management
Object Creation and Management
• Composed of Two Parts:– Object Factory• Creates all objects such as ships, celestial bodies, and
bullets used in the game
– Object Manager• Arranges objects and deletes them properly
Object Factory
Object Manager
Object Manager
• After objects are no longer needed:– Recycled for later useOR– They are deleted
Keith Rosier Asset Lead
• Rendering• Effects System• Render Engine• Texture Manager
Death of a Star
• Have a defined start and end• Figure out the major steps that will get you
from here to there• Figure out what tools (Art, API, Systems) you
will need to generate the desired effects
Death of a Star
• Start with a model• A “model” is a collection of vertices• These vertices form triangles• Triangles form the model’s surface
Death of a Star
• Texture the model (in this case a star)• Texturing wraps a “skin” around a model to
give the appearance of complexity
Death of a Star
• Add particle effects for extra detail• Particles first implemented in Star Trek II: The
Wrath of Khan• Used to generate visuals for things without a
defined surface (smoke, water, fire)
Death of a Star
• Change particles and textures to generate a dying star
Death of a Star
• Employ the use of “quads” for blast effects• Quads are two triangles used to generate a
square
Death of a Star
• Replace the old model with a new one• Add more quads and particles to generate
new effects• Stretch and rotate quads to achieve the
desired visual
Risks
Risk: Affected Resource: P C RF
Camera transitions are currently not fully working in the game. Sometimes the orientation is messed up after the enemy takes their turn.
Daryl McGhee, Camera
Response or avoidance:
Mitigation1. When it’s the player’s turn, either transfer
back to a set position and orientation or transfer to the player’s next available ship.
Backup Plan 1. If the transfer is not finished a week before
Final, then just reset the camera to a set position, no transfer.
Risks (cont’d)
Risk: Affected Resource: P C RF
Billboarded particles are not working and any other methods are not working for rotating the particles correctly.
Keith, Particle Engine
Response or avoidance:
Mitigation1. Seek help from Wendy the Direct X
teacher.Backup Plan1. If billboarded particles are not
implemented by a week after Beta then use point sprites.
Risks (cont’d)
Risk: Affected Resource: P C RF
Alt-Tab is currently not implemented in the game
Team
Response or avoidance:
Mitigation1. Ask Chris Moore from Candlelit Coding
Co. Backup Plan1. If not done by Final then disable Alt-Tab
functionality and list in the Read-Me
Risks (cont’d)
Risk: Affected Resource: P C RF
There are still a lot of assets that were requested for models and time and resources are running out to get them into the game.
Keith, Models
Response or avoidance:
Mitigation1. Find out how many we can get. Request
for ships that have already been made.Backup Plan1. If ships are not in a week before Final,
then use the models that we have received and ask for new textures.
What Was Learned
• How to deal with losing a team member• Learning something new during a project is
much more time consuming and adds to resources
• Gameplay is more important than technology, when tech is done, gameplay should be right after.
• Modularity is much more important than it seems
Questions and Answers