CIS 300 Spring 2005. Introductions The Mastrix team: –Jim Babcock –Eric Hayes –Christian Montoya –Yi Xu.

Slides:



Advertisements
Similar presentations
The Halo 2 AI In 10 Minutes or Less Damián Isla Bungie Studios
Advertisements

Introduction Games have always been a fundamental part of human life. Space storm “ عاصفة الفضاء” is a 3D SCI-FI game that consists of two stages presented.
THQ, THQ Wireless, Madtap and their respective logos are trademarks and/or registered trademarks of THQ Inc. All Rights Reserved. Details correct at time.
Space Cadet Defender HD CIS 587 Game Evaluation – Ruth Johnson.
RED DEAD REVOLVER Artificial Intelligence Critique By Mitchell C. Dodes CIS 588.
No Habla C++ Presents Star Strike A Fast Paced Game of Action and Strategy.
Reviewed by: Damian Strong. Basic Information Game title- Warhammer 40k: Space Marine Company & Author: THQ Type of game: Third Person Shooter Price:
Outline Overview of the game Features The Game World The Fleets Buy System and Money Implementation Interface UML Scripting Timeline.
Advance wars Reveiw By Joshua Oziemski. Basic Information Title: Advance wars Developed by Intelligent Systems Published by Nintendo Genre: Turn based.
Contents Overview Major Features Major Components User Interface Gameplay Testing UML Timeline.
INTRODUCTION TO SCRATCH. About Me Resources Scratch Website Learn Scratch Washington-Lee Computer.
SmashBlasters Chau Vo, David Huynh, Lowell Bateman, William Kentris Department of Computer Science and Engineering The Ohio State University Gameplay Controls.
Members: Zach Howard Clayton Snyder Jeff Ridenbaugh Dan Wagers.
BomberBots 3D Mindless Thinking Games Don Olmstead Olga Sayenko Dmitri Svistyula.
1 TouchDevelop Chapter 8-10 Presenter: Jing Xu. 2 Outline Interactions Game Board Tiles and Printing.
Dakota Humphries (Project Lead) Thomas Impellitteri (Tech Lead) Daryl McGhee II (Design Lead) Keith Rosier (Asset Lead)
Copyright 2006 Tiffany Barnes Monday, July 3 Notes from the first class.
Raven Robin Burke GAM 376. Soccer standings Burke, 7 Ingebristen, 6 Buer, 6 Bukk, 6 Krishnaswamy, 4 Lobes, 3 Borys, 2 Rojas, 2 Bieneman, 2.
Art 315 Lecture 4 Dr. J. Parker AB 606 Today’s class: Programming! We are going to write some simple programs. We will use a tool called GameMaker –It.
Creating A 3-D Game With Spark Engine Lauren Bissett, Dan Maguire, and Nicholas Woodfield.
Paul Danner - Leader Taylor Gehling - Communications Austen Gregor – Key Idea Holder Trevor McCormack – Webmaster Manimaran Govindarasu – Advisor/Client.
Student name Name of Company. Game Production Timeline Inspiration (1 month) Results in game treatment/concept paper Conceptualisation (3-5 months) Results.
1 SuperCY Group Dec Dec or-
By John Jordan  Halo 3 is only for the Xbox 360.  It is a FPS. (First Person Shooter).  The story is you are a Spartan (super soldier) from the UNSC.
FALLING ANGEL. FORMAL ELEMENTS: PLAYER The player controls a single character in the game world. This character is an employee of a rescue/salvage company.
Au’15 select topics By: Matt Boggus. List o’ stuff Game genres Party minigames Arena first person shooter 3D platformer/puzzler Horror Game technology.
Muhammet Arda KILIÇ. Level Design Introduction Levels inDifferent Games Components of Level Elements of Good Level The Process Who Does Level Design?
UE4 Quickstart IMGD 4000 Due: March 25 th, 11:59pm.
The Design Document The Design Document Introduction Game Mechanics Artificial Intelligence Characters, Items, and Objects/Mechanisms Story.
A top-down space action shooter for Windows and Xbox. NEREUS Ben Davis | Jacob Leach | Dipen Patel.
Funativity CS 426 Fall Team Members David Smits – Lead Chintan Patel – Programmer Jim Gagliano – Programmer Ashleigh Wiatrowski - Artist.
Idea1 : Net Aooni Arcade Idea2 : Shooting Arcade Project Brainstorming Computer Game 2011 Fall ♣ Lee Sang Min.
Meltdown A Debugging Debacle. Overview  Game Design  Character Design  UI Overview  Controls  Mechanics  Level Design.
Development Team Chase Killion Jordan Roller. Players will engage in real-time battles as commander or a grunt in Tank Wars. The game begins in "The Realm,"
(Working Title)‏ 1. Introduction to the Game 2. Technical Details 3. Demo of the Prototype.
Development Team Chase Killion Jordan Roller. Players will engage in real-time battles as commander or a grunt in Tank Wars. The game begins in "The Rim,"
Elemental Presented by DarkWynter. Why DarkWynter?  Don’t Assume Real Knowledge  +  Wynter - Cause Wynter is cool and swapping vowels makes it cooler.
Shooters in GameMaker J Parker.
Dead Run James Kelly, Mike Papo, Josh Lovatt. Basic Details Single Player Top Down Action game.
Dakota Humphries (Project Lead) Thomas Impellitteri (Tech Lead) Daryl McGhee II (Design Lead) Keith Rosier (Asset Lead)
CIS 587 – Game Evaluation Alien vs. Predator 2 Jonathan Stoffer CIS 587 Fall 2005.
Review By: Skyler Basta. Basic Info Developer: Ska Studios Designer: James Silva Artwork: Michelle Juett Silva Genre: Side Scrolling Hack and Slash Price:
Game Maker Tutorial.
CIS 487 – Game Evaluation Nate Baumgartner. Basic Information  Destiny  Developer: Bungie Studios  Writers: Joseph Staten, Dave Mongan, Joshua Rubin.
Group9 Kenny Sanders, Ashneel Singh, Jillian Cornette, Justin Mills, Chris Woolfe, Nathaniel Escribano, Jason Hachen, Andrew Melnyk, Elizabeth Graham,
Graphics Final Project: TANK! Zak Andree Kevin Pang Ed Kim.
Kalpaware presents. Demo.
Local Multiplayer 1 vs 1 Short learning curve Difficult Mastery.
Contested Dominion Game Treatment written by Nicholas Mezza.
Designing Design Tools. What is design tools? Why do we need them?
CS F EBRUARY 9, 2016 P ARTS G AME A RCHITECTURE, M EMORY, AND I/O S YSTEMS G AME T IMING G AME T IMING G AME P ARALLELISM G AME P ARALLELISM.
1 CSC 221: Computer Programming I Fall 2009 Introduction to programming in Scratch  animation sprites  motion, control & sensing  costume changes 
AB C D E Our informative Heads-Up Display has many useful features! The race timer (A) lets you know how long you've been racing. The mini-map (B) shows.
 Developed by Splash Damage  Produced by Activision  First person shooter multiplayer only game  Freeware due to problems with the single-player side.
Computer Programming with Scratch JAOIT 8. Scratch Scratch is a programming language that makes it easy to create your own interactive stories, animations,
The Stingray Example Program CMT3311. Stingray - an example 2D game May be useful as a simple case study Most 2D games need to solve generic problems.
Wednesday NI Vision Sessions
Introducing Scratch Learning resources for the implementation of the scenario
MORE Genre Specific Physics
Game Description Story Goals Controls. Game Description Story Goals Controls.
Dystopia game Amjd , Iyad , Haytham.
Cosmic Conflict Presented by Team B Jason Wagner Zhaohui Ning
Designing Design Tools
Ben Catt Halo: Reach.
Technical Implementations
Week 6: Time and triggers!
CSC 221: Introduction to Programming Fall 2018
A Game Treatment By: Michael Alff
Presentation transcript:

CIS 300 Spring 2005

Introductions The Mastrix team: –Jim Babcock –Eric Hayes –Christian Montoya –Yi Xu

Story HELP!

Goals Fast paced space shooter First person shooter feel Variety of levels Unique weapons Challenging AI

Game Play 16 thrilling missions Each has specific tasks –Get to a specific location –Destroy enemy fighters –Collect resources Levels are arranged into “campaigns” that develop the story Lots of power-ups: –Lasers –Missiles –Nuclear launchers –Temporary invincibility shields –Damage repair

Game Play continued Heads-up-display: –Shield meter –Engine indicator –Radar / mini-map –Weapon selector Fun stuff: –Some areas have high gravity –Orbiting planets –Drifting asteroids

Physics Initially, simple asteroids / space war physics –Hard to aim and slow Update: ship always faces cursor –Inspired by “ Wasteroids” –Faster pace and allows strafing Update: camera follows the cursor –Inspired by “Alien Swarm” –Solves view problems –Adds FPS feel Update: afterburners –You get an initial kick when you start thrusting End result: Completely different from asteroids!

AI Implementation –Waypoint graph –Dijkstra’s algorithm –State machine for decision making and steering Overall principles –Beatable Slower movement and shot speed, lower health –Competent Lead their shots, avoid obstacles –Fully implemented Modified physics No friendly fire

Music 3 songs, all created in Reason: –Mastrix Fanfare –Space Rock –Ether Most sounds are public domain downloaded –Except for the shot sound, created in Reason All songs are available on the website

Multiplayer Our game is networked multiplayer! –Death match was our first game objective –Was playable before single player levels Multiplayer is a very different experience –Weapons are balanced for deathmatch –Extremely fast paced –Number of players is limited only by bandwidth –Powerups appear randomly

Networking Based around simple message-passing –For example: SendMessage msg(message_updatehealth); msg.putFloat(health/maxHealth); msg.sendToClient(clientID); –Biggest challenge was setting it up initially Not very efficient –Uses TCP/IP –Too much bandwidth –Vulnerable to lag and jitter –But great on a LAN! Server finder –Central server tracks games –It’s actually PHP on a web server

Scripting Easy to interact scripting with main program –Bad syntax, no control flow or arithmetic –Very easy to add commands Can tweak game parameters through console variables float maxPlayerSpeed = ; -vs- ServerConsoleVariable maxPlayerSpeed(“player_speed”, ); Can then change this in game player_speed 1500 # Make the player faster

Can call game functions through console commands void screenshot(void) { static int screenshotNumber = 1; Screenshot(retprintf(“screen%i.bmp”, screenshotNumber++).c_str()); } -vs- CLIENT_CONSOLE_COMMAND(screenshot) { static int screenshotNumber = 1; Screenshot(retprintf(“screen%i.bmp”, screenshotNumber++).c_str()); } Can then call this in-game bind f3 screenshot # make F3 take screenshots All of the controls work though the scripting system Scripting cont.

Level Editing Implemented through scripting with menus Menu options –Add planets, spawn points, waypoints, regions, and power-ups at mouse cursor –Set flags like collision type Console commands –Save current level –Specify boundaries –Set gravity Level files –Add triggers, functions, and timers –Set advanced entity properties, such as initial motion

Art No artist in the group, so we had to be creative –Most art drawn by Jim (mines by Eric) –Heads-up-display done through code by Eric, except for shield orb and icons –Star field uses parallax scrolling, continuous depths, and relative brightness –Plain shots have a cool jitter effect added –PARTICLE EFFECTS! LOTS OF PARTICLE EFFECTS! Easy way to make game look good without drawing everything – used for engines, explosions, weapon draw effects But, to get them running smoothly, we dropped GameX for SDL/OpenGL

Summary Thrilling single player mode with unique levels, innovative physics, variety of objectives, and challenging AI Exciting multiplayer mode that makes great LAN parties Useful level editor for endless fun