Elemental Presented by DarkWynter. Why DarkWynter?  Don’t Assume Real Knowledge  +  Wynter - Cause Wynter is cool and swapping vowels makes it cooler.

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Presentation transcript:

Elemental Presented by DarkWynter

Why DarkWynter?  Don’t Assume Real Knowledge  +  Wynter - Cause Wynter is cool and swapping vowels makes it cooler  = DarkWynter

Team DarkWynter  Hunter Hale - Producer  Jason Hardman - Creative Designer  Priyesh Dixit - Lead Programmer  Subhir Rao - Level Design  Amanda Chaffin - Artist/QA  Dr. Youngblood - Executive Producer

Left to Right - Hunter Hale, Priyesh Dixit, Jason Hardman, Amanda Chaffin, Subhir Rao

Amanda Chaffin & Priyesh Dixit  Add Stuff about Amanda and Priyesh

Hunter Hale & Jason Hardman  Short Bios

Subhir Rao  Short Bio

What Worked What Didn’t  Amanda insert comments

What is Elemental?  Every one for themselves, Last man standing wins battle to the death  Unleash Elemental Fury to blast your way to victory  4 enter - 1 exits

Elemental History  Put Story here

Elemental In Detail  Advanced FPS utilizing several unique concepts  The world itself is your weapon. Modify the terrain to suit your every whim  Invoke elemental powers rather than picking up random weapon spawns

World Modification  You have total control over the shape of your world. Don’t like that mountain obscuring your view? Tear it down. Wanna put in a few speed bumps for your attackers, pop them up. Want some cover from that guy throwing fireballs at you? Bam instant wall. You want it you can do it.

Elemental Manipulation  Directly Manipulate Earth, Air, and Water  Modify the other elements with fire  Spend Manna to Attack  Gain Manna by shielding against the elements you are attacked with

Development - Or how we got where we are today.  Its all in the Spirals  Design  Plan  Implement  Test  Repeat

An EleMental Idea Concept Design and BrainStorming

A Story is Born... Wynafell The Temple Monk The Septasoul

The Four Elements Wave Shader The Elements Particle Interactions

Fully Interactive Terrain Real World Physics Morphable Terrain Mesh In-Game Terrain Modification

Sight, Sound, and Feel Xbox Controller Heads Up Display Music

Cycle 1 - MileStones Game World:Use Terrain Mod to raise/lower a section of the world in real time. Rendering engine capable of displaying a 3d Environment at interactive framerates (25 fps or more) ‏ Lighting calculations will be calculated on a per pixel basis. Each pixel has directional, diffused, ambient, and specular lighting Collision detection using bounding spheres for players and particle. User Interface:Menu system - Start Screen, Game Setup, Player Setup, Controller Setup, Exit Screen XBox 360 & PC controls HUD – 2D overlay HUD Targeting reticle (cross-hairs) ‏ Health and Manna bar Weapons:Players can use elements to attack opponents. (fire and earth only) ‏ Ability to set shields. Receive manna if attacked with the shielded element. Multi-Player: Multi-player gaming with up to four players on the XBox 360 and PC. Death-match – last man standing. Music: Basic background music Basic key sound effects (not including collision). Character Rendering:Created in MilkShape. Exported to the DirectX format Loaded into game

Cycle 1 – Gantt charts

Cycle 2 - MileStones UI:Level and Menu transitioning Design: Editor mode Implement: Shader architecture Engine: Add wind particles Get a second level into the game (swap levels in and out) ‏ Shaders for boulder, fire-boulder, water, ice and wind Update collisionMap with terrain mods Music for 2nd level Sound effects for attacks Sound effects for collisions Apply physics to all objects (collision, gravity and friction) ‏ Camera initialization Add props to world Assume terrain mod location Implement jumping Tree model (model and texture) ‏ Rocks Translucent Padded Room

Cycle 2 – Gantt charts

Cycle 3 - MileStones Game World:Heat distribution Load a third level Particles can undergo state changes Optimization and sequencing Proof of Concepts:GPGPU, Animation User Interface:HUD graphics Weapons:Earth Water Air Character Rendering:Character models

Cycle 3 – Gantt charts

Cycle 4 - MileStones Game World:Cohesion Load a fourth and fifth level Physics adjustment for playablity Improve collision Object culling Shadow mapping shader Normal mapping shader Fog User Interface:HUD finalize graphics Update controls to new scheme Weapons:Terrain modification brushes Earth ( Fireball/Tundra ) Water ( Steam/Ice ) ‏ Air ( Hazy/Frosty ) ‏ Music:All levels have unique music Intro music Single Player:Rotating character in character select screen Rotating terrain in level select screen AI:AI uses shields Fuzzy State Machine AI Character Rendering:Updated character models Shield graphics Improve character model Multi-Player:New game mode Deathmatch

Cycle 4 – Gantt charts

Terrain Physics

Terrain Mod

Architecture Diagram