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Published byReynard Johns Modified over 9 years ago
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Funativity CS 426 Fall 2008
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Team Members David Smits – Lead Chintan Patel – Programmer Jim Gagliano – Programmer Ashleigh Wiatrowski - Artist
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Inspiration - Bloons www.addictinggames.com/bloons.html - Simple Concept: Pop balloons with darts - Simple Controls: Force and angle - Fun!
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Demo Initial Demo of current iteration of the game
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David Smits – Role Technical Lead - Scheduling and team management Programmer – Physics and collisions, game controls, particle effects Manager - code quality
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Chintan Patel - Role Website Lead – Maintains website with current info Programmer – Effects, game states FSM, input logic
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Jim Gagliano - Role Sound Lead – Creating/ finding sound for game Programmer – Object hierarchy, implementing 3d sounds
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Ashleigh Wiatrowski Artist – Working in Maya Delivered models: Balloon Dart Monkey Cannon
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Game Interaction Method Currently using arrow keys and letters to control the character, WASD to control the camera
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Next in Game Interaction -Allow input using Xbox 360 controller ( both on PC and Xbox360) -Better controls for the camera -2 player split screen
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Game Engine XNA Capabilities Renders and updates on the order of 100's of balloons with no problem -Loads.fbx models -Load Sounds -Load Sprites
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Game Engine Future Add - Animation of models - Network (low priority) for multiplayer
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Game Sounds We have sounds for: - Popping balloons - Firing Cannon - Changing menu options - Background Music Some sounds are 3d ( using sound emitter and camera position )
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Game Sounds Future We need sounds for: - Main Character ( celebratory after popping balloons, more than one ) - Level Start / End - Wall, ground collisions
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Game Graphics - Renders using Lambertian lighting model - particle effects - Skybox for world background
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Game Graphics Future We want to add: - Bump Mapping or Normal Mapping for certain elements ( Cannon Ball, Ground ) - Shadows - Animation
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Game AI Currently: There is no AI Future: Possibly create a hot air balloon that is controlled by AI that tries to dodge projectiles, using basic sensing.
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Models
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Remaining schedule: 11/7: shadows, lens flare, bump mapping, camera fixed 11/14: Animation of main character, 360 controllers, sounds complete 11/21: Scoring/Arena based gameplay / Game AI / 2 player split screen 11/28: Polish Game, remove bugs 12/5: Final Demo
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Second In depth demo Showcase winning conditions, go over controls, camera controls
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End
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