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Project ImpactO Do you have the balls?. Unity 4 Pro Version control Global effects (God rays, volumetric partilcles, realtime shadows)

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Presentation on theme: "Project ImpactO Do you have the balls?. Unity 4 Pro Version control Global effects (God rays, volumetric partilcles, realtime shadows)"— Presentation transcript:

1 Project ImpactO Do you have the balls?

2

3 Unity 4 Pro Version control Global effects (God rays, volumetric partilcles, realtime shadows)

4 Project integration

5 Workflow SCRUM framework. Daily scrum Product backlog Sprint planning / retrospectives SVN Focus on marketing

6 M.S.C.W.

7 New features HTF mode Race mode Energy resource Customization Completely new level

8

9 The Level

10 PIPELINE Programs Workflow LEVEL DESIGN Cohesive Objective Game Mode Prototype MODULAR Textures Models

11 Prototype

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13 The Character -Big bulky plates for silhouette -Compact electronic details for easier texture baking -Worn down

14 The Character amklasdfsdgn

15 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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17 The Garage

18 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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20 Character customization

21 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

22 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

23 Network instantiation A lot of items = a lot of possible combinations Spawning a customized character over network = challenge

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25 User Management and Player Matchmaking User Registration User Login Player Matchmaking

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27 The Simple Method The Advanced Method Current Game State Connection Capabilities Player Location Player Settings Player Experience

28 Player Matchmaking Illustation

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30 Procedurally Generated Levels

31 Arbitrary Grid

32 Randomize points for path to pass through

33 Randomize weight on grid

34 Pathfind through the points

35 Populate the path with actual game track

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37 Networked Physics

38 The 7 steps to profit 1.Pure client/server 2.Client-side prediction 3.Data compression 4.Prioritization 5.Player interaction 6.… 7.PROFIT!!!

39 Challenges

40 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

41 Player vs player Hard to handle events with multiple players involved There will be differences in players prediction How do you keep things “fair”?

42 The End Thank you for listening!


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