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Outline Overview of the game Features The Game World The Fleets Buy System and Money Implementation Interface UML Scripting Timeline.

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Presentation on theme: "Outline Overview of the game Features The Game World The Fleets Buy System and Money Implementation Interface UML Scripting Timeline."— Presentation transcript:

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2 Outline Overview of the game Features The Game World The Fleets Buy System and Money Implementation Interface UML Scripting Timeline

3 Overview Common Questions What is the game? – A 3D multiplayer space-based tactical strategy simulation. The gameplay is inspired by Counterstrike and Homeworld; games will play out in fast-paced rounds. What is the target audience? – Strategy fans looking for a faster-paced game with emphasis on combat. Trekkies, Browncoats, the 501st Legion, Dr. Tang and the 590E Class, etc. What is the game rating? – Teen, because of particleFX-laden explosions.

4 Features General Fully 3D space environment; the player can move his fleets in all three directions Highly capable camera system with focus lock and free roam abilities Unique command and navigation interface Original soundtrack

5 Features Gameplay Fast-paced round-based gaming: – Command entire fleets of spaceships – Control many different ships, each with specific roles, strengths and weaknesses – Acquire money by completing map objectives or eliminating your enemy – Upgrade your fleet at the beginning of every round with a Counterstrike-inspired buy system

6 Features Multiplayer – Network play for up to 8 players – Team-based and individual (e.g. deathmatch) gametypes Scripting Engine – Simple yet flexible engine – Can customize game objects, game types, game levels

7 The Game World Location Players battle in various locations in space – i.e. solar systems, nebulas, empty space, etc. Scale Large enough to make FTL travel useful Small enough to permit quick play

8 The Game World Travel Sublight – Ships may move from one point to another over time – Players maintain full control over ships FTL – Ships may move from one point to another instantaneously – Ships are vulnerable while "powering up" for an FTL jump – Only certain ships may travel FTL

9 The Game World Objects More densely populated than a void Asteroid belts, gas clouds, and wreckages Physics Basic Newtonian physics, minus the effect of gravity FTL jumps are completely different

10 The Fleets Each player controls a fleet of 10-20 ships (plus fighters) All players have access to the same ship types Flagship: Centerpiece of the fleet Capital Ships: Big Guns – Battleships – Destroyers – Frigates

11 The Fleet Fighters: Small, fast, and lethal in large numbers. – Interceptors – Bombers Support Ships – No direct combat ability – Can be equipped to serve specific roles – Roles include: Recon, electronic warfare, FTL jamming, Ship Capture

12 Buy System At the beginning of every round, the players have a fixed amount of time to spend money on their fleets. The player can access a buy menu from which they can purchase new ships and upgrades. Newly bought ships will appear in the level at the player's starting point, whether or not the rest of the player's fleet is at the starting point. The player may choose to not buy anything and begin playing. Money Money is obtained by completing map objectives or destroying enemy ships.

13 Implementation: Render Engine The rendering engine will be provided by OGRE3D. OGRE (Object-Oriented Graphics Rendering Engine) flexible 3D engine C++ scene-oriented Direct3D and OpenGL

14 Implementation: Camera Camera Vid1 Camera Vid2

15 Implementation: Sound Sound capability will be provided by the OpenAL sound rendering engine. Music – We hope to have at least a theme for the game, and maybe a simple score for the actual game. Effects – No one can hear you scream in space. But that's boring. So there will be soundFX for weapons fire and explosions.

16 Frontend Interface

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19 In-Game Interface

20 UML

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22 Scripting Engine Game will be highly scriptable Scripts will be text files Simple command format You can script maps, objects, ships, weapons, etc We will design our own script parser

23 Timeline game engine march 26 camera system march 26 scripting language, parser march 26 frontend UI and command UI march 31 navigation interface march 31 client/server networking code march 31 AI/pathfinding april 5 maps/levels april 12 3D object models/textures april 20 audio content may 1 gameplay balancing/debugging may 1 ship components ?


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