elemental presented by darkwynter. why darkwynter? don’t assume real knowledge + wynter - cause...
TRANSCRIPT
ElementalPresented by
DarkWynter
Why DarkWynter?
Don’t Assume Real Knowledge
+Wynter - Cause Wynter is
cool and swapping vowels makes it cooler
= DarkWynter
Team DarkWynterHunter Hale - ProducerJason Hardman - Creative
DesignerPriyesh Dixit - Lead
ProgrammerSubhir Rao - Level DesignAmanda Chaffin - Artist/QADr. Youngblood - Executive
Producer
Left to Right - Hunter Hale, Priyesh Dixit, Jason Hardman, Amanda Chaffin, Subhir Rao
Amanda Chaffin & Priyesh Dixit
Add Stuff about Amanda and Priyesh
Hunter Hale & Jason Hardman
Short Bios
Subhir Rao
Short Bio
What Worked What Didn’t
Amanda insert comments
What is Elemental?
Every one for themselves, Last man standing wins battle to the death
Unleash Elemental Fury to blast your way to victory
4 enter - 1 exits
Elemental History
Put Story here
Elemental In Detail
Advanced FPS utilizing several unique concepts
The world itself is your weapon. Modify the terrain to suit your every whim
Invoke elemental powers rather than picking up random weapon spawns
World ModificationYou have total control over the shape
of your world. Don’t like that mountain obscuring your view? Tear it down. Wanna put in a few speed bumps for your attackers, pop them up. Want some cover from that guy throwing fireballs at you? Bam instant wall. You want it you can do it.
Elemental Manipulation
Directly Manipulate Earth, Air, and Water
Modify the other elements with fire
Spend Manna to AttackGain Manna by shielding
against the elements you are attacked with
Development - Or how we got where we are today.
Its all in the SpiralsDesignPlanImplementTestRepeat
An EleMental Idea
Concept Design and BrainStorming
A Story is Born...
WynafellThe Temple Monk
The Septasoul
The Four Elements
Wave Shader
The Elements
Particle Interactions
Fully Interactive Terrain
Real World Physics
Morphable Terrain Mesh
In-Game Terrain Modification
Sight,
Sound,
and Feel
Xbox Controller
Heads Up DisplayMusic
Cycle 1 - MileStonesGame World: Use Terrain Mod to raise/lower a section of the world in real time.
Rendering engine capable of displaying a 3d Environment at interactive framerates (25 fps or more)
Lighting calculations will be calculated on a per pixel basis.
Each pixel has directional, diffused, ambient, and specular lighting
Collision detection using bounding spheres for players and particle.
User Interface: Menu system - Start Screen, Game Setup, Player Setup, Controller Setup, Exit Screen
XBox 360 & PC controls
HUD – 2D overlay HUD
Targeting reticle (cross-hairs)
Health and Manna bar
Weapons: Players can use elements to attack opponents. (fire and earth only)
Ability to set shields.
Receive manna if attacked with the shielded element.
Multi-Player: Multi-player gaming with up to four players on the XBox 360 and PC.
Death-match – last man standing.
Music: Basic background music
Basic key sound effects (not including collision).
Character Rendering: Created in MilkShape.
Exported to the DirectX format
Loaded into game
Cycle 1 – Gantt charts
Cycle 2 - MileStonesUI: Level and Menu transitioningDesign: Editor modeImplement: Shader architectureEngine: Add wind particles
Get a second level into the game (swap levels in and out)
Shaders for boulder, fire-boulder, water, ice and wind
Update collisionMap with terrain modsMusic for 2nd levelSound effects for attacksSound effects for collisions Apply physics to all objects (collision, gravity and
friction)Camera initializationAdd props to world
Assume terrain mod locationImplement jumpingTree model (model and texture)Rocks
Translucent Padded Room
Cycle 2 – Gantt charts
Cycle 3 - MileStonesGame World: Heat distribution
Load a third levelParticles can undergo
state changesOptimization and
sequencing
Proof of Concepts: GPGPU, Animation
User Interface: HUD graphics
Weapons: EarthWaterAir
Character Rendering: Character models
Cycle 3 – Gantt charts
Cycle 4 - MileStonesGame World: Cohesion
Load a fourth and fifth levelPhysics adjustment for playablityImprove collisionObject cullingShadow mapping shaderNormal mapping shaderFog
User Interface: HUD finalize graphics Update controls to new scheme
Weapons: Terrain modification brushesEarth ( Fireball/Tundra ) Water ( Steam/Ice )Air ( Hazy/Frosty )
Music: All levels have unique musicIntro music
Single Player: Rotating character in character select screen Rotating terrain in level select screen
AI: AI uses shieldsFuzzy State Machine AI
Character Rendering: Updated character modelsShield graphicsImprove character model
Multi-Player: New game mode Deathmatch
Cycle 4 – Gantt charts
Terrain Physics
Terrain Mod
Architecture Diagram