dakota humphries (project lead) thomas impellitteri (tech lead) daryl mcghee ii (design lead)

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Dakota Humphries (Project Lead) Thomas Impellitteri (Tech Lead) Daryl McGhee II (Design Lead)

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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 - PowerPoint PPT Presentation

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Page 1: Dakota Humphries (Project Lead) Thomas Impellitteri (Tech Lead) Daryl McGhee II (Design Lead)

Dakota Humphries (Project Lead)Thomas Impellitteri (Tech Lead)Daryl McGhee II (Design Lead)

Keith Rosier (Asset Lead)

Page 2: Dakota Humphries (Project Lead) Thomas Impellitteri (Tech Lead) Daryl McGhee II (Design 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

Page 3: Dakota Humphries (Project Lead) Thomas Impellitteri (Tech Lead) Daryl McGhee II (Design Lead)

Gameplay

Scout FighterGunship

Battleship Cruiser

Page 4: Dakota Humphries (Project Lead) Thomas Impellitteri (Tech Lead) Daryl McGhee II (Design Lead)

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

Page 5: Dakota Humphries (Project Lead) Thomas Impellitteri (Tech Lead) Daryl McGhee II (Design Lead)

Dakota HumphriesProject Lead

• Scheduling• FMOD Sound– 3D Sound

• Collision• Combat System

Page 6: Dakota Humphries (Project Lead) Thomas Impellitteri (Tech Lead) Daryl McGhee II (Design Lead)

3D Sound

• What is 3D Sound?– Emitter vs Listener– 2D vs 3D Sound

• Basic 3D sound update

Page 7: Dakota Humphries (Project Lead) Thomas Impellitteri (Tech Lead) Daryl McGhee II (Design Lead)

2D vs 3D Sound

2D Sound:

Page 8: Dakota Humphries (Project Lead) Thomas Impellitteri (Tech Lead) Daryl McGhee II (Design Lead)

2D vs 3D Sound

3D Sound:

Page 9: Dakota Humphries (Project Lead) Thomas Impellitteri (Tech Lead) Daryl McGhee II (Design Lead)

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

Page 10: Dakota Humphries (Project Lead) Thomas Impellitteri (Tech Lead) Daryl McGhee II (Design Lead)

3D Sound

• Updating Emitters & Listener– 3 Easy steps for updating• Update the position• Calculate the velocity• Send the information to FMOD

Page 11: Dakota Humphries (Project Lead) Thomas Impellitteri (Tech Lead) Daryl McGhee II (Design Lead)

Thomas ImpellitteriTechnology Lead

• AI– Path-finding– Decision Trees

• Integration• Picking • Lua Scripting

Page 12: Dakota Humphries (Project Lead) Thomas Impellitteri (Tech Lead) Daryl McGhee II (Design Lead)

Path-finding

• Path-finding– Start to Goal– Simple Distance Checks

Page 13: Dakota Humphries (Project Lead) Thomas Impellitteri (Tech Lead) Daryl McGhee II (Design Lead)

Path finding, How its done

• Alone, lost in goals

Page 14: Dakota Humphries (Project Lead) Thomas Impellitteri (Tech Lead) Daryl McGhee II (Design Lead)

Decision Trees

• Decision Tree– Brain of the Operation– Decides all options for path-finding– Finds who to shoot

Page 15: Dakota Humphries (Project Lead) Thomas Impellitteri (Tech Lead) Daryl McGhee II (Design Lead)

Decision Tree, helping hand

AI finds its way

Page 16: Dakota Humphries (Project Lead) Thomas Impellitteri (Tech Lead) Daryl McGhee II (Design Lead)

How its doneNodes with function pointers

Page 17: Dakota Humphries (Project Lead) Thomas Impellitteri (Tech Lead) Daryl McGhee II (Design Lead)

Daryl McGheeDesign Lead

• Menu System• Shop and Upgrade System• Camera• Object Creation and Management

Page 18: Dakota Humphries (Project Lead) Thomas Impellitteri (Tech Lead) Daryl McGhee II (Design Lead)

Object Creation and Management

• Composed of Two Parts:– Object Factory• Creates all objects used in the game

– Object Manager• Arranges objects deletes them properly

Page 19: Dakota Humphries (Project Lead) Thomas Impellitteri (Tech Lead) Daryl McGhee II (Design Lead)

Object Factory

Page 20: Dakota Humphries (Project Lead) Thomas Impellitteri (Tech Lead) Daryl McGhee II (Design Lead)

Object Manager

Page 21: Dakota Humphries (Project Lead) Thomas Impellitteri (Tech Lead) Daryl McGhee II (Design Lead)

Object Manager

• After objects are no longer needed:– Back in the factory for later use– They are deleted in groups

Page 22: Dakota Humphries (Project Lead) Thomas Impellitteri (Tech Lead) Daryl McGhee II (Design Lead)

Keith Rosier Asset Lead

• Rendering• Effects System• Render Engine• Texture Manager

Page 23: Dakota Humphries (Project Lead) Thomas Impellitteri (Tech Lead) Daryl McGhee II (Design Lead)

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

Page 24: Dakota Humphries (Project Lead) Thomas Impellitteri (Tech Lead) Daryl McGhee II (Design Lead)

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

Page 25: Dakota Humphries (Project Lead) Thomas Impellitteri (Tech Lead) Daryl McGhee II (Design Lead)

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

Page 26: Dakota Humphries (Project Lead) Thomas Impellitteri (Tech Lead) Daryl McGhee II (Design Lead)

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)

Page 27: Dakota Humphries (Project Lead) Thomas Impellitteri (Tech Lead) Daryl McGhee II (Design Lead)

Death of a Star

• Change particles and textures to generate a dying star

Page 28: Dakota Humphries (Project Lead) Thomas Impellitteri (Tech Lead) Daryl McGhee II (Design Lead)

Death of a Star

• Employ the use of “quads” for blast effects• Quads are two triangles used to generate a

square

Page 29: Dakota Humphries (Project Lead) Thomas Impellitteri (Tech Lead) Daryl McGhee II (Design Lead)

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

Page 30: Dakota Humphries (Project Lead) Thomas Impellitteri (Tech Lead) Daryl McGhee II (Design Lead)

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.

Page 31: Dakota Humphries (Project Lead) Thomas Impellitteri (Tech Lead) Daryl McGhee II (Design Lead)

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.

Page 32: Dakota Humphries (Project Lead) Thomas Impellitteri (Tech Lead) Daryl McGhee II (Design Lead)

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.

Page 33: Dakota Humphries (Project Lead) Thomas Impellitteri (Tech Lead) Daryl McGhee II (Design Lead)

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.

Page 34: Dakota Humphries (Project Lead) Thomas Impellitteri (Tech Lead) Daryl McGhee II (Design Lead)

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

Page 35: Dakota Humphries (Project Lead) Thomas Impellitteri (Tech Lead) Daryl McGhee II (Design Lead)

Questions and Answers