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Tech.

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Presentation on theme: "Tech."— Presentation transcript:

1 Tech

2 Game Technical Architecture
Architecture Overview Game Scene 3D Rendering Game GUI 2D Rendering Special Visual Effects Attributes Based AI System Challenges

3 Architecture Overview

4 Architecture Overview
3D game development is hard Higher expectation More involved dependencies Design size = N 2D implementation takes N2 3D implementation takes N3

5 Architecture Overview
Project Scale: 5584 lines of programming using C#.Net Character.cs Lines Landscape.cs Lines UIManager.cs Lines GameModel.cs Lines BootHillArena.cs Lines Input.cs Lines PhysicsHandler.cs Lines WeaponSlide.cs LInes Weapon.cs Lines Bullet.cs Lines BHAUtilities.cs Lines Program.cs Lines Camera.cs (800 Original Code) Graphics.cs (Oringinal)

6 Game Scene 3D Rendering Multiple layers of game architecture design
Using XNA game design pattern, classes from different layers communicate through consistent function calls Update() and Draw() (aka Render() ) E.g. Top Layer BootHillArena class manipulates game components of the subsequent layers Landscape, Camera, UIManager, Input, etc.

7 Game Scene 3D Rendering Landscape Class implements game scene
Uses three phases as game flow control so that to make the game players in different level with different challenge Free  Draw  Shoot  Free  … Rounds of game with recovery and supply between duels make the game complete Player and opponent conditions are manipulated by Landscape too

8 Game GUI 2D Rendering Adhere with usability of UI design principles
Rich Interaction with the environment Plenty of Game Cue for first time player to get familiar with the game quickly Screen tips Models: audience, arena settings Help menu Instant Feedback for all actions Player never feel to be suspended by not knowing what to do in the game

9 Special Visual Effects
Camera Shaking Depends on the concentration of the player More focused, less trembling, more accurate Trying to simulate the trembling from the player, but rather not making the screen jittering Zooming Player finds zooming in helps aiming Slow in – fast out: concentration used up Physics Engine Adopted a free physics engine: BulletX For enhanced immersive game experience

10 Attributes-Based AI System
Goal of BHA AI System Give player escalated game play experience Simulates challenge when played with real person E.g.: If player didn’t draw quickly, your opponent draw Fine-tuned attributes that makes the duel intense but not rush

11 Attributes-Based AI System
Explicitly displayed attributes fulfilling features in game concept design: Health, Concentration, Bullet Left, Ammunition, Health Package, Affiliation, Rank, Name, etc.

12 Attributes-Based AI System
Behind-the-Scene attributes implemented Goal of AI System: Character attributes that differ from opponents Affects drawing and shooting during the duel accuracy shooting skill weapon power firing speed reaction agility

13 Challenges Texture Mapping Collision Detection Physics Effects
Time Constraint

14 Now We Are Going Back

15 Potential Future Expansion
Extended game story to implement More options A selection of weapons with upgrade Choices for player character attributes and opponents attributes Multiple tasks along with new training process as the learning curve for player as the career path to help the player grow character with increased skills and upgraded gears for an extensive game experience.


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