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Published byEvangeline Marshall Modified over 9 years ago
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Kevin Clow: Artificial Intelligence Programmer Physics Programmer 3D modeler Matthew Vaughan: Project Manager GUI Programmer Audio Engineer/Programmer 3D modeler
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Dynamically generated, maze style maps 3D, 3 rd person gameplay with hovering tanks Multiple ammunition types at player’s disposal Point system for added replay value Control tank using Xbox 360 controller or a keyboard
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Players who enjoy 3 rd person shooting games strategy style gameplay maze style maps
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Free and low-cost advertising dedicated website for player’s to view, comment on, and download the game domain will be through GoDaddy.com links to social websites on game website social networking websites Facebook, Twitter, Google+, etc. be able to reach about one billion people
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Introducing our competitors Wii Tanks for the Nintendo Wii Crazy Tanks for mobile devices Tank Recon 3D for mobile devices We aren’t the only ones to think of this!
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Image courtesy of monstersandcritics.com
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Similarities: Different types of enemies Point system Tank Battle 3D has: Dynamically created maze maps Much larger maps Pickups & Power-ups More types of enemies Difficulty setting
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Image courtesy of itunes.apple.com
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Similarities: Large maps Pickups & Power-ups Point system Difficulty setting Tank Battle 3D has: Differing types of enemies Dynamically created maze maps More types of power-ups
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Image courtesy of itunes.apple.com
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Similarities: Large maps Pickups & Power-ups Point system Difficulty setting Tank Battle 3D has: Differing types of enemies Dynamically created maze maps More types of power-ups
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Core development is done in parallel Kevin works on A.I., Matthew works on menu A.I. and menu system integrated together Unity game engine (free version) C# used for script development Most art assets are created using Blender some projectiles created within Unity
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Iterative Use Case Driven Development 23 cases total 2 - 3 life cycles for each case requirements development testing Weekly Updates Senior project instructor: Professor Duncan Technical advisor: Professor Bahrt
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Google Code cloud storage Tortoise SVN (Subversion) version control system WinMerge manual file merging
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Testing occurred during each feature implementation Play testing using multiple subjects for feedback
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Compared to Unreal Engine 3, Unity gave us: ability to layer objects for collision on the fly variable changes using the Inspector on the fly compilation when executed in the editor rapid implementation of the game
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Link menu system to empty Game Object developed using Unity’s stock GUI system switch between menus using a delegate a data type that references a method behaves like method once assigned one HUD (Heads Up Display) also uses Unity stock GUI system textures used for health & power-up meters and for ammo and power-up type icons
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Example layout created with MS Paint Layout of maze when generated within Unity
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Enemy tank Enemy turret Enemy mobile mine Group level behavior
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Given the dimensions of the space, structure of existing rooms, the start point, and end points. Based on available space from unconnected Doors to edges determine all possible rooms to place Remove rooms from possible rooms that conflict with others Select room from possible rooms. Create, and place selected room.
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Developing the game using C++ and DirectX integration knowledge Procedural Room Generation Explosion SFX one reference script for each explosion We overcame each other’s differences
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