Chris Leight, Albert Maah, Nicolas Re, Kris Wenger

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Presentation transcript:

Chris Leight, Albert Maah, Nicolas Re, Kris Wenger By CSE 5912 Adam Kimble, Chris Leight, Albert Maah, Nicolas Re, Kris Wenger Technical Poster Artificial Intelligence Level Design User Interface Design Random Intelligent Pathing Patrol path is randomly selected from a pool of 4 different paths at initialization Waypoints are use to control the guards movement along the path Waypoints from the current path are randomly assigned on path assignment and again in 3 minute intervals State Design Pattern Design goals Multi-lane system for path diversity Open focus areas for combat Intelligently placed clutter and interactive light for cover and strategic diversity in approach to objective Invisible triggers to maintain field of play within the desired bounds of the map Main Menu Settings Menu Network Play Menu Allows player to join a pre-existing lobby or create their own for players to join Pause Menu Allows player to go to the in-game settings menu, return to main menu, or exit the game entirely In-game Settings Menu Interactive Lighting Networking The more well lit an area of the map is the further away an enemy can see a player Enemies vision depends on their own proximity to the light source not the players Players can toggle lights on/off to given themselves a strategic advantage Uses User Datagram Protocol (UDP) Data is transferred over the network through data streams and Remote Procedural Calls (RPC) Data stream information usage Player and enemy positions Player and enemy states/animations Interactive lighting Flag position Remote Procedural Call usage Single time actions, such as dealing and taking damage, interacting with lights, and throwing the flag Network Persistent AI Created at level load time across the network Public variables allow for modular creation of guards Modular design makes passing guards easier for the network Modular design allows for scalable difficulty Control Scheme Menu Brings up the control layout for the game In-game UI Notifications Health bar Minimap Score The minimap provides the player with the general direction and location of their home base (in red), the enemy base (in blue), the enemy flag (also blue), the jail (in white), and enemy and allied players (in their team colors)