Cold War Hockey 10/19/2009 Mike Sherron Dmitriy Ansolis.

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Presentation transcript:

Cold War Hockey 10/19/2009 Mike Sherron Dmitriy Ansolis

Story  It is the Cold War, and you are playing in the final game of the World Cup between the United States and the Soviet Union  It is the biggest rivalry in sports and tension has never been higher  There is one 5-minute period  Teams play 3 vs. 3 (plus goalies)  The team with the most goals at the end wins the World Cup  2 player game

Appearance  There will be a static background image representing the rink  Side-to-side view (goals on each side)  Players and goalies (2D sprites) will have some animation to represent skating, shooting, passing (about sprites)  Puck will be a static image  Winner will be displayed at the end

Appearance Continued…

Appearance - Players

Appearance  Time remaining displayed at the bottom of the screen  Score displayed at the bottom of the screen

Controls (shown on game’s intro screen)

Player Roles and Actions  User picks which player to control Can pass or switch between players (same button as pass) if team doesn’t have the puck  You can skate (up, down, left, right), pass (space bar), shoot (Right Ctrl key)  Goalie will be AI-controlled Position itself based on the current location of the puck Saves made based on position of shot in relation to goalie

Strategies and Motivations  Strategies Offense  Player tries to score a goal, avoid giving the puck away  Shots are automatically aimed at the center of the goalie Probability of puck going in is based on distance of the shot from the goal  Can’t aim up or down, shots will be flat Defense  Try to block shots and passes by getting in front of them  Hit people to take the puck away

Level Summary/Story Progression  Intro screen shown explaining the controls  One period Five minutes Overtime if game is tied  Ends when the first goal is scored  The team with the most goals wins the World Cup

Hardware  Somewhat modern PC  Controlled by keyboard  Speakers  DirectX 9.0  Graphics card supporting 16-bit color

Software  Windows XP or Vista  DirectX 9 Run-time  Development Visual Studio 2005 DirectX 9 SDK (August 2007) Adobe Photoshop

Algorithm Style  Probability of scoring based on distance of shot from the goal The closer you are to the goal when you shoot, the more likely it is that you score a goal  Passing Game will locate the player closest to the player currently carrying the puck, and pass the puck to that player Switching players works the same way (switches to the closest player)  AI Offense will move into preprogrammed spots in the offensive zone when they have the puck. Spots are in the two face-off circles and between them in front of the net Defense works the same way  Lamothe’s Collision_BOBS() function will be used to detect collisions between blitter objects Player-player Player-puck Player-net  Rink will be static image  Goalie animations will be based on where the puck is Goalie moves out of the goal if the puck is far away  Puck physics are simplified Constant velocity, no friction  Sound playback based on Lamothe’s code Goal horn  When timer gets to 0, game will go into sudden-death overtime and will go on until a goal is scored