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Published byKellie Hamilton Modified over 9 years ago
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Project ImpactO Do you have the balls?
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Unity 4 Pro Version control Global effects (God rays, volumetric partilcles, realtime shadows)
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Project integration
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Workflow SCRUM framework. Daily scrum Product backlog Sprint planning / retrospectives SVN Focus on marketing
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M.S.C.W.
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New features HTF mode Race mode Energy resource Customization Completely new level
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The Level
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PIPELINE Programs Workflow LEVEL DESIGN Cohesive Objective Game Mode Prototype MODULAR Textures Models
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Prototype
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The Character -Big bulky plates for silhouette -Compact electronic details for easier texture baking -Worn down
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The Character amklasdfsdgn
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Rigging/Animation -UNITY 4 – Mecanim -walk and run scripting pretty straight forward -Simple UI for animation clip management -Walkcycle = 3 animations forward, left & right -Solid rig -Clean export rig -Stable and flexible control rig -Customize equipment -Placement of attachment joints -Mechanical character -Robot designs relatively simple to morph into spheres -No deformations = easy skinning
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The Garage
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PIPELINE Programs Workflow FEATURES AND CONTENT Limiting the view Camera DoF Map Ambiance God rays Particles Fog Optimization Details in slots Simple baseshape Maps images
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Character customization
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Joint attachments Bone attachments for modular components Simple for others to add specific items at specific locations Bone search structure with specified items available to specific bones
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Unity AssetBundles Support for loading of resources on demand Easy to add new items to your game = good for DLC Support for realtime loading of resources when needed
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Network instantiation A lot of items = a lot of possible combinations Spawning a customized character over network = challenge
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User Management and Player Matchmaking User Registration User Login Player Matchmaking
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The Simple Method The Advanced Method Current Game State Connection Capabilities Player Location Player Settings Player Experience
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Player Matchmaking Illustation
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Procedurally Generated Levels
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Arbitrary Grid
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Randomize points for path to pass through
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Randomize weight on grid
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Pathfind through the points
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Populate the path with actual game track
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Networked Physics
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The 7 steps to profit 1.Pure client/server 2.Client-side prediction 3.Data compression 4.Prioritization 5.Player interaction 6.… 7.PROFIT!!!
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Challenges
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Bandwidth is limited Networking for Physics Programmers 2010 Glenn Fiedler 2.7 million samples 99.1% can support 64kbps up and down. Roughly 256 byte packets @ 30 packets per-second Not nearly enough for bigger scenes
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Player vs player Hard to handle events with multiple players involved There will be differences in players prediction How do you keep things “fair”?
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The End Thank you for listening!
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