dakota humphries (project lead) thomas impellitteri (tech lead) daryl mcghee ii (design lead)
DESCRIPTION
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 - PowerPoint PPT PresentationTRANSCRIPT
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:
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 used in the game
– Object Manager• Arranges objects deletes them properly
Object Factory
Object Manager
Object Manager
• After objects are no longer needed:– Back in the factory for later use– They are deleted in groups
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
Because we were behind for so long with tech and gameplay a lot of our Upgrade and Weapons system will need to be cut in order to be get a finished game.
Team
Response or avoidance:
Mitigation1. Continuously implement and test each
weapon and corresponding upgrade. Starting with the most fundamental.
Backup Plan 1. If a weapon and its corresponding upgrade
is not fully implemented and tested by Beta, then it is cut from the game.
Risks (cont’d)
Risk: Affected Resource: P C RF
Billboarded particles are not working and the problem is that the solution is unknown. If billboarded quads are not working with our game then our best effects cannot be put into the game.
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 before Beta then hard code the rotations.
Risks (cont’d)
Risk: Affected Resource: P C RF
We are loading meshes and textures multiple times and they are using unnecessary memory. This can cause major slowdown with the game due to many new and delete calls.
Keith, Rendering
Response or avoidance:
Mitigation1. Create a manager to handle the meshes
and textures so that they can be reused after they are done.
Backup Plan1. If the manager is not done a week before
Beta then create a hard-coded class that creates instances of the models.
Risks (cont’d)
Risk: Affected Resource: P C RF
We currently do not have a particle editor to create particle effects. This will mean that we don’t have a way to create effects besides hard coding values which will take up time and may prevent effects from getting put into the game.
Keith, Particle Engine
Response or avoidance:
Mitigation1. Create an editor to create effects with.Backup Plan1. If the manager is not done a week before
Beta then create a Lua script that handles the particle effects.
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