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Published byAmberlynn Townsend Modified over 9 years ago
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(Working Title) 1. Introduction to the Game 2. Technical Details 3. Demo of the Prototype
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Idea Development Destruction of Buildings...
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Idea Development...with Alien Balls
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Idea Development Multiplayer
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Idea Development Push The Opponents Out of The Field
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Idea Development ++ += +
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Final Idea
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Game Border Status Display Player Ball Destructable Buildings Particle Systems Abyss Power-Up in Action
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Final Idea -Goal: Push the Other Players Out of The City - Multiplayer Party Game - Easy to Pick Up And Play
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Power-Ups Hookshot Fire Bomb Ice Ball Hyperspace Energy Bumper Bouncy Ball Rocket Launcher Mines
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Hookshot
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Fire Bomb
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Ice Ball
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Hyperspace
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Energy Bumper
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Bouncy Ball
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Rocket Launcher
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Mines
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Technical Elements Game Logic Basic Physical Simulation Rendering System Particle Systems Building Physics AI
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Game Logic Defines game rules Gamestate management Power-ups Dead players Controller input …
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Basic “Physical Simulation” Crucial for the gameplay Collision detection Ball physics Power up physics Rope physics Prototype High targets –Deformable terrain
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Rendering System Hierarchical scene organization Shadows Render Path Manager High targets –Shadow volumes that affect particles –Ambient occlusion (Extra)
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Particle Systems Building destruction Power-ups Explosions … React on space warps (explosions) Prototype
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Building Physics Just visuals, no influence on gameplay Not necessary correct physical simulation Protoype
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AI Agent AI = Enemies in SinglePlayer Pedestrians for a living city –High Target
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Functional minimum Prototype without special effects (see demo in a second)
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Low target 3D buildings instead of boxes Particle effects 2-3 simple weapon power ups Basic sound effects
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Desired target Complete 3D content with shaders Overall look similar to concept art Shadows Music Balanced gameplay which is fun More power ups
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High target Crowd simulation for cars and people The ground is deformable Single player mode with basic AI
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Extras Advanced AI Ambient Occlusion Complex physics
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