Dakota Humphries (Project Lead) Thomas Impellitteri (Tech Lead) Daryl McGhee II (Design Lead) Keith Rosier (Asset Lead)

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Presentation transcript:

Dakota Humphries (Project Lead) Thomas Impellitteri (Tech Lead) Daryl McGhee II (Design Lead) Keith Rosier (Asset Lead)

Supernova Blindside Turn Based Strategy Game 3 Grids to Strategize and Attack Complete Objectives Capture Planets for Money Customize Ships for Added Strategy Travel through space and progress storyline

Gameplay Scout FighterGunship BattleshipCruiser

Gameplay (cont’d) Buy ships from shop Objectives are given at the level start Do what you must to win – Destroy planets – Destroy stars – Capture planets for currency – Upgrade ships using currency

Dakota Humphries Project Lead Scheduling FMOD Sound – 3D Sound Collision Combat System

3D Sound What is 3D Sound? – Emitter vs Listener – 2D vs 3D Sound Basic 3D sound update

2D vs 3D Sound 2D Sound:

2D vs 3D Sound 3D Sound:

2D vs 3D Sound 3D Sound with 2 Speakers:

3D Sound Updating Emitters & Listener – 3 Easy steps for updating Update the position Calculate the velocity Send the information to FMOD Current Position Old Position Time

3D Sound Updating Emitters & Listener – 3 Easy steps for updating Update the position Calculate the velocity Send the information to FMOD

Thomas Impellitteri Technology Lead AI – Path-finding – Decision Trees Integration Picking Lua Scripting

Path-finding – Start to Goal – Simple Distance Checks

Path finding, How its done Alone, lost in goals

Decision Trees Decision Tree – Brain of the Operation – Decides all options for path-finding – Finds who to shoot

Decision Tree, helping hand AI finds its way

How its done Nodes with function pointers

Daryl McGhee Design Lead Menu System Shop and Upgrade System Camera Object Creation and Management

Composed of Two Parts: – Object Factory Creates all objects such as ships, celestial bodies, and bullets used in the game – Object Manager Arranges objects and deletes them properly

Object Factory

Object Manager

After objects are no longer needed: – Recycled for later use OR – They are deleted

Keith Rosier Asset Lead Rendering Effects System Render Engine Texture Manager

Death of a Star Have a defined start and end Figure out the major steps that will get you from here to there Figure out what tools (Art, API, Systems) you will need to generate the desired effects

Death of a Star Start with a model A “model” is a collection of vertices These vertices form triangles Triangles form the model’s surface

Death of a Star Texture the model (in this case a star) Texturing wraps a “skin” around a model to give the appearance of complexity

Death of a Star Add particle effects for extra detail Particles first implemented in Star Trek II: The Wrath of Khan Used to generate visuals for things without a defined surface (smoke, water, fire)

Death of a Star Change particles and textures to generate a dying star

Death of a Star Employ the use of “quads” for blast effects Quads are two triangles used to generate a square

Death of a Star Replace the old model with a new one Add more quads and particles to generate new effects Stretch and rotate quads to achieve the desired visual

Risks Risk:Affected Resource:PCRF Camera transitions are currently not fully working in the game. Sometimes the orientation is messed up after the enemy takes their turn. Daryl McGhee, Camera Response or avoidance: Mitigation 1. When it’s the player’s turn, either transfer back to a set position and orientation or transfer to the player’s next available ship. Backup Plan 1. If the transfer is not finished a week before Final, then just reset the camera to a set position, no transfer.

Risks (cont’d) Risk:Affected Resource:PCRF Billboarded particles are not working and any other methods are not working for rotating the particles correctly. Keith, Particle Engine Response or avoidance: Mitigation 1. Seek help from Wendy the Direct X teacher. Backup Plan 1. If billboarded particles are not implemented by a week after Beta then use point sprites.

Risks (cont’d) Risk:Affected Resource:PCRF Alt-Tab is currently not implemented in the game Team Response or avoidance: Mitigation 1.Ask Chris Moore from Candlelit Coding Co. Backup Plan 1.If not done by Final then disable Alt-Tab functionality and list in the Read-Me

Risks (cont’d) Risk:Affected Resource:PCRF There are still a lot of assets that were requested for models and time and resources are running out to get them into the game. Keith, Models Response or avoidance: Mitigation 1.Find out how many we can get. Request for ships that have already been made. Backup Plan 1.If ships are not in a week before Final, then use the models that we have received and ask for new textures.

What Was Learned How to deal with losing a team member Learning something new during a project is much more time consuming and adds to resources Gameplay is more important than technology, when tech is done, gameplay should be right after. Modularity is much more important than it seems

Questions and Answers