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Published byDominick Jacobs Modified over 9 years ago
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Creating A 3-D Game With Spark Engine Lauren Bissett, Dan Maguire, and Nicholas Woodfield
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General Overview Of Development A 3-D Game With Spark Engine: Spark Engine Development Game Development … So what have we been up to?
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FeatureJanuaryFebruaryMarchApril Design Floor plans Character design Content list More floor plans Modeling Playable character model based on character design Level building Prop building Level building Prop building Level building Prop building Rigging Generic skeleton Rig generic skeleton Tweak rig for playable character Animation Assist in content pipeline development and testing by providing custom animations Walk cycle Animate Game Lighting Staging Lighting Staging
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FeatureJanuaryFebruaryMarchApril Game Puzzle design Character design Research Investigate game architecture Gameplay Gameplay Design Inventory Items UI Design Gameplay Inventory System UI Graphics Intro Sequence AI Review algorithms Research Path finding styles Line of sight sequence Decision system layers Path finding pseudo-code Line of sight sequence Decision system code Path finding code Line of sight code Audio Compile expected effects Sound effects Background music Sound effects Background music Sound effects Background music Voice acting
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FeatureJanuaryFebruaryMarchApril Engine Lighting Normal Mapping Content Pipeline Animation Research General Architecture Code Rewrites Documentation Animation Package Particle Effects System Specular mapping Parallax mapping (?) Environmental mapping Collision Volumes Collision Detection Honors Thesis Lighting Per-pixel implementation Further development Optimization Portability Lightmapping Particle Effects Basic particle system Basic Particle System Game-specific effects (Fire, Dust, etc…) Continue Game Foundation More robust collision/physics Specific gameplay mechanics Stairs Continue
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Entry Criteria A level! The Player, Enemies, Animations Content Collisions Event Triggers
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Entry Criteria for Lauren’s Work: Animations Player (idle, walking, etc…) Enemy (attacking, moving, etc…) Content Models Level objects (levers, buttons, etc…) Static scene objects (statues, torches, etc…)
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Entry Criteria for Nick’s Work: Extending the model pipeline Introduction of collision volumes Extend the engine classes Create game classes: Player, camera, etc…
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Entry Criteria for Dan’s Work: A.I. Algorithms Object resolution Decision making styles Sound Audio Manager Effects & Music are fully mixed
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1. Create a level! 2. Extend the engine classes 3. Extend the game classes (cam, input, etc) 4. Add player, enemies, and objects 5. Collision detection algorithm 6. Add events (objects collide, enemy sees player, player picks up item, etc…) 7. Event handling (play sound, move player/enemy, add item to inventory, etc…)
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Ability to interact with game classes Manage classes & update scene
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Add game classes: Player Input Camera Enemies Objects Triggers
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Import models Add objects
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Collision Detection Hierarchy Bounding box Collision Volumes Triangle Intersection
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Player interactions Walk / Run / Climb / Crawl Pick up / use item Attack Environment Move object Light torch Levers, buttons, pulleys Enemy interactions See player Move Attack
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Player interactions Sound effects (footsteps, exertion, clothes, attacking, etc…) Item Management (update inventory, controls, etc…) Attack (weapons do damage, take damage/wear, etc….) Environment Sound effects (objects dragging, flying, burning, exploding, etc…) Particle effects (torch’s fire, dust from wind, mist from splash, etc…) Enemy interactions Decide how to get to player in the quickest manner Attack when in range Play sound effects for certain attacks (arrow shot, sword clangs, etc…)
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There’s still a lot to do! Great framework set up Testing Debugging Revising Introduction Sequence Cut Scenes Multiple Game Modes
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Creating A 3-D Game With Spark Engine Lauren Bissett, Dan Maguire, and Nicholas Woodfield
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