Members: Zach Howard Clayton Snyder Jeff Ridenbaugh Dan Wagers.

Slides:



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Presentation transcript:

Members: Zach Howard Clayton Snyder Jeff Ridenbaugh Dan Wagers

 Golf Party Game Mini-golf on a large scale course  Ninjas, Robots, Fire Hydrants, Castles, Warlocks, etc.  Powerups  Good – lose strokes  Bad - gain strokes  Particle System Water hazards all around hole  Also small pond in the middle Play against CPU or against friends  16 total possible players

 Created with the Ogre Game Engine Implemented using GameState Classes  MainMenuState, CreditsState, TurnState, etc.  Third Party Software Hydrax Caelum Artifex Terra  ToolKits Bullet physics Engine FMOD Sound Toolkit

 Third Party Software Caelum, Hydrax, Artifex Terra Features:  Trees, Sky, Water  Static Obstacles  Paged Geometry Coverage Map for grass  Also acts as fairway/rough boundary

 Artifex is bad since it isn’t precise enough for a hole  Modeled in Maya Hole at the origin  Carved out terrain in Artifex Lots of back and forth between game  Hole given particle effect to be visible

 Created using Ogre Overlays  Scripted.overlay and.material files  Mini Map, Golfer Info, News Feed  Problems Getting it all lined up Scaling meters to pixels Coordinate system Texturing

 Simple, but effective Aims straight for hole  Probabilistic offset Angle based on hole distance Uses close to appropriate power level  Clamped based on terrain  Probabilistic variance No obstacle detection

 Bullet Physics Engine Overview Simulates real-world physics with rigid bodies Light btOgre Wrapper (MotionStates)  Links Ogre SceneNodes to Rigid Bodies Tweak physical properties such as gravity, friction, restitution, etc

 Ball, terrain, obstacles, etc, are all rigid bodies  Use ApplyImpulse() to simulate striking the ball with a club  Vary friction/restitution based on whether the ball is on the rough, fairway, or green, and whether the ball is bouncing or rolling

 Obstacles are placed in the terrain editor provided by Artifex  Made into rigid bodies and Ogre entities when loaded

 Player turn divided into phases, hit spacebar to advance to next phase Direction phase – use mouse/keyboard to select direction and arc of the shot Power phase – the arrow contracts/expands Curvature phase – the arrow swings back and forth to simulate curvature of the shot  Once all inputs are locked in, the ball is hit

 Control varies, based on location of the ball Fairway  High maximum power, medium amount of control Rough  Medium maximum power, low amount of control Green  Low maximum power, high amount of control Obstacles  Very high maximum power, medium amount of control

 Sound levels adjusted in options menu, accessible from main menu or pause menu  Sound Effects Sound on swing of club Sound on ball’s impact (different based on object hit)  Volume dependent on force of impact “Wah-Wah-wahhh” sound on hitting the ball in the water or into a bad power-up Mario “1-up” sound on hitting the ball into a good power-up

 Ambient sound Water sound  Based on how close player is to water Birds  Random bird sound played at random node above player Crickets/Rooster  Crickets play at night, Rooster plays when the sun comes up  Background Music

 Game ends when everyone has sunk their ball into the hole Final strokes are recorded Player standings are then displayed Hit “done” to return to main menu

 Original idea: Single-player and Multi-player modes were separate, with only the single player mode including AI.  How it actually turned out: Consolidation of the two modes and allowing up to 16 of both human and AI players

 Original idea: Have a few different avatars for players to choose that allow them to distinguish each other  How it actually turned out: Models with animations are expensive. Ninjas with psychic powers are cheap!

 Original idea: Lots of “power-ups” to mess with the other players, mutators to change the game mechanics  How it actually turned out: We have a few power-ups. “Good” power-ups remove a stroke, “bad” power-ups add a stroke. A robust mutator system probably would have taken too long to implement, and had too many variables to take into account.

 Original idea: Simplified club inventory, with a driver, putter, and a variable-arc iron.  How it actually turned out: We changed the system to instead use a single 3D arrow, which simplifies the system even further and gives the player a visual representation of his/her shot.

 Original idea: Interactive obstacles such as fire breathing clowns, trolls, windmills, etc.  How it actually turned out: Getting the physics engine working with static objects was an animal in and of itself. Animated objects would have taken another few weeks.

 Original idea: Do as much as we possibly can with scripting. Serialize everything, make an easy to use script binding framework.  How it actually turned out : Scripting wasn’t fully implemented until Timebox 4, leaving us with an already-in-place game structure and little time to bind everything.

 Original idea: Implement “managers” to handle game state, game objects, game logic  How it actually turned out : Pretty well! Our managers act as factory objects and overseers of the objects they create.