quadrivium report: january 07 2009

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Quadrivium Report: January 07 2009 Aldi Purnama Mark Gaucher Stephen Mulvihill Amandeep Singh

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Quadrivium Report: January 07 2009. Aldi Purnama. Mark Gaucher. Stephen Mulvihill. Amandeep Singh. Introduction. Multi-touch Framework that uses a Multi-touch table. A lot of changes to our project Today: Hardware, Framework, Application . Change of Plans. - PowerPoint PPT Presentation

TRANSCRIPT

Page 1: Quadrivium Report: January 07 2009

Quadrivium Report:January 07 2009

Aldi Purnama Mark Gaucher Stephen Mulvihill Amandeep Singh

Page 2: Quadrivium Report: January 07 2009

Introduction

• Multi-touch Framework that uses a Multi-touch table.

• A lot of changes to our project

• Today: Hardware, Framework, Application

Page 3: Quadrivium Report: January 07 2009

Change of Plans

A Multi-touch War Strategy Game Uses gestures to play on a table surface

Page 4: Quadrivium Report: January 07 2009

Introduction

• Why did we have to change things?– Improvements in the multi-touch community – Fall Term Schedules – Creating and coding a multi-touch gesture engine

is extremely difficult. – Coding a game gives better focus, than trying to

make a generic framework

Page 5: Quadrivium Report: January 07 2009

Project Focus

Application

Hardware Gesture Engine + XNA

Page 6: Quadrivium Report: January 07 2009

Present State

Battlegrounds

Hardware Gesture Engine + XNA

• Finalize design• Replace parts • Repair projector enclosure

• Engine fully coded • Core gestures functioning• Unique gestures need to be coded

• 2D and 3D Assets in progress• Game Menus and Screens needed • Game structure in XNA done

Page 7: Quadrivium Report: January 07 2009

Hardware – Fall Term

• Optimization – Faster detection of finger tips (blobs) – Upgraded components

• Ongoing Maintenance – Replacing IR-LED bulbs– New Surface Frame

Page 8: Quadrivium Report: January 07 2009

FTIR Technology

Page 9: Quadrivium Report: January 07 2009

Comparisons with BitBox

• FTIR vs. DI– Very similar in data capture reliability – FTIR works in dynamically lighting conditions • DI is light sensitive since it uses shadows on the surface

– FTIR requires less set up time

Page 10: Quadrivium Report: January 07 2009

The Battlegrounds Game

• Multi-touch war strategy game – Objective: World Domination

• Like Risk and Axis and Allies– Conquer the world using your fingers.

Page 11: Quadrivium Report: January 07 2009

The Battlegrounds Story

• It is 1942, and the world is at the brink of World War II.

• Command your army, and conquer all the world territories in a quest for world domination!

• Make alliances, strategize your resources and attacks.

Page 12: Quadrivium Report: January 07 2009

The Armies

• Players choose one of five major armies in WWII:

Russia (Red)

Japan (White)

Great Britain (Green)

USA (Blue)Germany (Black)

Page 13: Quadrivium Report: January 07 2009

Gameplay Fundamentals

• It is a multi-player (2-4) turn based game• Win enemy territories using army units that you

purchase and position on the world map

Winning Conditions Losing Conditions

100% of all territories Lose all territories that you own

Predetermined total limit Lose your Capital

Captured All Capitals

Page 14: Quadrivium Report: January 07 2009

Game Phases

• With each turn, a player performs 3 phases:1. Evaluate Resources 2. Move and Attack 3. Allocate Resources

• Mimics the style of war strategy board games

Page 15: Quadrivium Report: January 07 2009

Game Phases + Map Views

Page 16: Quadrivium Report: January 07 2009

Game Features:

• Alliances can be made (and broken) • Rewards are given for achieving objectives • 3D battle simulations that use gestures to play– Replace the use of dice – More engaging and uses skill to determine outcome

Page 17: Quadrivium Report: January 07 2009

Game Design Style:

• Simple colors and textures – “Toy” feel that are similar to game pieces – Able to distinguish between armies quickly

• Vector based graphics• 2D – to – 3D switch when a battle occurs

– Textures are still simple and based off the army colours – Cartoony animation effects

• Promotional items will reflect World War 2 military styling

Page 18: Quadrivium Report: January 07 2009

Art Assets

• 2D Assets • 3D Assets

Page 19: Quadrivium Report: January 07 2009

Territories

• A section of land that encompasses a region of the world

Page 20: Quadrivium Report: January 07 2009

Territories

• Total of 58 Land Territories to conquer

Continent Total Number of Territories

North America 6

South America 5

Europe 12

Eurasia 20

Africa 11

Australasia 4

Page 21: Quadrivium Report: January 07 2009

Territory States

• Territories exist in one of three conditions– Friendly (occupied by your army)– Hostile (occupied by enemy armies)– Unoccupied (no association)

Friendly Hostile Unoccupied

Page 22: Quadrivium Report: January 07 2009

Army Units

• There are 3 types of units:– Ground forces – Aircraft – Naval forces

Page 23: Quadrivium Report: January 07 2009

Ground Forces (2D Symbols)

Artillery Infantry Tanks Anti Aircraft Guns

Page 24: Quadrivium Report: January 07 2009

Air Forces (2D Symbols)

Fighter Bomber

Page 25: Quadrivium Report: January 07 2009

Naval Forces (2D Symbols)

Submarine

Destroyer

Naval Transport

Aircraft Carrier

• Patrol Water Territories around land territories

Page 26: Quadrivium Report: January 07 2009

Flags (2D Symbols)

• Used in the Player Dock and Alliances• 3D Asset graphics/insignia

Page 27: Quadrivium Report: January 07 2009

Player Docks

• A graphical platform that displays all the buttons and icons needed to buy new units, form alliances, and display the Unit Production Value.

Page 28: Quadrivium Report: January 07 2009

Buying and Placing New Units

Page 29: Quadrivium Report: January 07 2009

Alliances

Players make alliances by “calling” other armies from the dock

Page 30: Quadrivium Report: January 07 2009

Alliances

Press the Call button, and select army

Page 31: Quadrivium Report: January 07 2009

AlliancesReceiving (from the Germans)

Page 32: Quadrivium Report: January 07 2009

Rewards Rewards are given upon the completion of an objective, and provides extra money or units

Reward Objective Reward Given

Control North America +2 UPV

Control Europe +5 UPV

Control Africa +3 UPV

Control Eurasia +7 UPV

Defeat a rival army AND control their capital

Atomic Bomb

Take over 6 territories in one turn Airfield

Take over a continent in one turn +2 Infantry

Page 33: Quadrivium Report: January 07 2009

Rewards Rewards when given are placed in the dock.Designed inspired by military rank insignia.

Asia (+ 7)

Europe (+ 5)

Africa (+ 3)

N. America (+ 2)

Extra Infantry

Airfield Atom Bomb

Page 34: Quadrivium Report: January 07 2009

3D Assets - Infantry

Page 35: Quadrivium Report: January 07 2009

3D Assets - Artillery

Page 36: Quadrivium Report: January 07 2009

3D Assets – Anti-Aircraft Gun

Page 37: Quadrivium Report: January 07 2009

3D Assets – Tank

Page 38: Quadrivium Report: January 07 2009

3D Assets – Fighter Plane

Page 39: Quadrivium Report: January 07 2009

3D Assets – Bomber Plane

Page 40: Quadrivium Report: January 07 2009

3D Asset Considerations

• Low poly-count• FBX file size• Follow design style (“Toy look”)

• XNA required a single mesh• Texture size has to be a multiple of 4

Page 41: Quadrivium Report: January 07 2009

3D Assets in XNA

Page 42: Quadrivium Report: January 07 2009

3D Battle Simulations

• These are the “mini-games” that players play to determine the outcome of a battle.

• There are 4 scenarios:– Ground Forces vs. Ground Forces– Air Forces vs. Ground Forces – Naval Forces vs. Air Forces– Naval Forces vs. Naval Forces

Page 43: Quadrivium Report: January 07 2009

3D Battle Simulations Ground Units vs. Ground Units:

Page 44: Quadrivium Report: January 07 2009

3D Battle Simulations Ground Units vs. Aircraft:

Page 45: Quadrivium Report: January 07 2009

3D Battle Simulations Aircraft vs. Navy Units:

Page 46: Quadrivium Report: January 07 2009

3D Battle Simulations Submarines vs. Other Navy Units:

Page 47: Quadrivium Report: January 07 2009

Game Architecture

• Core classes have been setup– More functionality/code needs to be implemented– The pieces are there we just need to put them

together

Page 48: Quadrivium Report: January 07 2009

Game Architecture Chart Game

Map

Territory

Core

Settings

Menus

Media

Math and Physics

Player

Army

Units

Views

Gesture Engine

Grafiti TUIO

Page 49: Quadrivium Report: January 07 2009

Game Mechanics

• The uniqueness of the gameplay needs to reflect the uniqueness of the system

• Gestures are used, instead of mouse events.

Page 50: Quadrivium Report: January 07 2009

What is a Gesture Engine?

• Responsible for Gesture Recognition– Compares a hand or finger movement to a

predefined gesture logic– Recognizes multiple points or touches

• Built on Grafiti

Page 51: Quadrivium Report: January 07 2009

Grafiti

• What?– Gesture Recognition mAnagement For Interactive

Tabletop Interfaces– Open Source Gesture Recognition Library• Alessandro De Nardi

• Why?– Written in C# and .NET 3.0– Modular– Easily scalable

Page 52: Quadrivium Report: January 07 2009

Gesture Recognition Process

• Webcam Data• Sockets

Blob Detection

• Conversion• Groups• Traces

Group Management • Process Data

• Find Targets

Gesture Manager

• Compare• Throw Event

Gesture Recognition

Page 53: Quadrivium Report: January 07 2009

List of Gestures

Working Gestures• Tap• Double Tap• Translate• Rotate• Scale

Incomplete• Slingshot• Lasso• Flicking

Page 54: Quadrivium Report: January 07 2009

Demo : Gestures

Page 55: Quadrivium Report: January 07 2009

Gesture Engine Problems

• Very complex– 5000+ lines of code!

• Debugging– Multiple Threads– Synchronization

• XNA Integration

Page 56: Quadrivium Report: January 07 2009

Tasks for Winter Term

•Completing all assets•Create basic gameplay mechanisms •Alpha Test

January

• Code all Battle Simulations (3D + unique gestures)• Marketing Campaign • Beta Test (Focus Groups)

February• Integrating all game components (game transitions)•Optimizing the game, debugging as necessary •Project Fair Preparations

March

•Project Fair•Website, Manuals and other deliverables April

Page 57: Quadrivium Report: January 07 2009

Critical Lessons

• Keeping to a schedule is important• We need to focus• Stick with the plan. No more feature creeping

or trying new technologies• Trial and errors = a wealth of knowledge

Page 58: Quadrivium Report: January 07 2009

Questions?

Aldi Purnama Mark Gaucher Stephen Mulvihill Amandeep Singh