(Working Title) 1. Introduction to the Game 2. Technical Details 3. Demo of the Prototype
Idea Development Destruction of Buildings...
Idea Development...with Alien Balls
Idea Development Multiplayer
Idea Development Push The Opponents Out of The Field
Idea Development ++ += +
Final Idea
Game Border Status Display Player Ball Destructable Buildings Particle Systems Abyss Power-Up in Action
Final Idea -Goal: Push the Other Players Out of The City - Multiplayer Party Game - Easy to Pick Up And Play
Power-Ups Hookshot Fire Bomb Ice Ball Hyperspace Energy Bumper Bouncy Ball Rocket Launcher Mines
Hookshot
Fire Bomb
Ice Ball
Hyperspace
Energy Bumper
Bouncy Ball
Rocket Launcher
Mines
Technical Elements Game Logic Basic Physical Simulation Rendering System Particle Systems Building Physics AI
Game Logic Defines game rules Gamestate management Power-ups Dead players Controller input …
Basic “Physical Simulation” Crucial for the gameplay Collision detection Ball physics Power up physics Rope physics Prototype High targets –Deformable terrain
Rendering System Hierarchical scene organization Shadows Render Path Manager High targets –Shadow volumes that affect particles –Ambient occlusion (Extra)
Particle Systems Building destruction Power-ups Explosions … React on space warps (explosions) Prototype
Building Physics Just visuals, no influence on gameplay Not necessary correct physical simulation Protoype
AI Agent AI = Enemies in SinglePlayer Pedestrians for a living city –High Target
Functional minimum Prototype without special effects (see demo in a second)
Low target 3D buildings instead of boxes Particle effects 2-3 simple weapon power ups Basic sound effects
Desired target Complete 3D content with shaders Overall look similar to concept art Shadows Music Balanced gameplay which is fun More power ups
High target Crowd simulation for cars and people The ground is deformable Single player mode with basic AI
Extras Advanced AI Ambient Occlusion Complex physics