Project ImpactO Do you have the balls?. Unity 4 Pro Version control Global effects (God rays, volumetric partilcles, realtime shadows)

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Presentation transcript:

Project ImpactO Do you have the balls?

Unity 4 Pro Version control Global effects (God rays, volumetric partilcles, realtime shadows)

Project integration

Workflow SCRUM framework. Daily scrum Product backlog Sprint planning / retrospectives SVN Focus on marketing

M.S.C.W.

New features HTF mode Race mode Energy resource Customization Completely new level

The Level

PIPELINE Programs Workflow LEVEL DESIGN Cohesive Objective Game Mode Prototype MODULAR Textures Models

Prototype

The Character -Big bulky plates for silhouette -Compact electronic details for easier texture baking -Worn down

The Character amklasdfsdgn

Rigging/Animation -UNITY 4 – Mecanim -walk and run scripting pretty straight forward -Simple UI for animation clip management -Walkcycle = 3 animations forward, left & right -Solid rig -Clean export rig -Stable and flexible control rig -Customize equipment -Placement of attachment joints -Mechanical character -Robot designs relatively simple to morph into spheres -No deformations = easy skinning

The Garage

PIPELINE Programs Workflow FEATURES AND CONTENT Limiting the view Camera DoF Map Ambiance God rays Particles Fog Optimization Details in slots Simple baseshape Maps images

Character customization

Joint attachments Bone attachments for modular components Simple for others to add specific items at specific locations Bone search structure with specified items available to specific bones

Unity AssetBundles Support for loading of resources on demand Easy to add new items to your game = good for DLC Support for realtime loading of resources when needed

Network instantiation A lot of items = a lot of possible combinations Spawning a customized character over network = challenge

User Management and Player Matchmaking User Registration User Login Player Matchmaking

The Simple Method The Advanced Method Current Game State Connection Capabilities Player Location Player Settings Player Experience

Player Matchmaking Illustation

Procedurally Generated Levels

Arbitrary Grid

Randomize points for path to pass through

Randomize weight on grid

Pathfind through the points

Populate the path with actual game track

Networked Physics

The 7 steps to profit 1.Pure client/server 2.Client-side prediction 3.Data compression 4.Prioritization 5.Player interaction 6.… 7.PROFIT!!!

Challenges

Bandwidth is limited Networking for Physics Programmers 2010 Glenn Fiedler 2.7 million samples 99.1% can support 64kbps up and down. Roughly 256 byte 30 packets per-second Not nearly enough for bigger scenes

Player vs player Hard to handle events with multiple players involved There will be differences in players prediction How do you keep things “fair”?

The End Thank you for listening!