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Published byRoger Gyles Stokes Modified over 9 years ago
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Cold War Hockey 10/19/2009 Mike Sherron Dmitriy Ansolis
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Story It is the Cold War, and you are playing in the final game of the World Cup between the United States and the Soviet Union It is the biggest rivalry in sports and tension has never been higher There is one 5-minute period Teams play 3 vs. 3 (plus goalies) The team with the most goals at the end wins the World Cup 2 player game
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Appearance There will be a static background image representing the rink Side-to-side view (goals on each side) Players and goalies (2D sprites) will have some animation to represent skating, shooting, passing (about 10- 20 sprites) Puck will be a static image Winner will be displayed at the end
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Appearance Continued…
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Appearance - Players
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Appearance Time remaining displayed at the bottom of the screen Score displayed at the bottom of the screen
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Controls (shown on game’s intro screen)
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Player Roles and Actions User picks which player to control Can pass or switch between players (same button as pass) if team doesn’t have the puck You can skate (up, down, left, right), pass (space bar), shoot (Right Ctrl key) Goalie will be AI-controlled Position itself based on the current location of the puck Saves made based on position of shot in relation to goalie
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Strategies and Motivations Strategies Offense Player tries to score a goal, avoid giving the puck away Shots are automatically aimed at the center of the goalie Probability of puck going in is based on distance of the shot from the goal Can’t aim up or down, shots will be flat Defense Try to block shots and passes by getting in front of them Hit people to take the puck away
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Level Summary/Story Progression Intro screen shown explaining the controls One period Five minutes Overtime if game is tied Ends when the first goal is scored The team with the most goals wins the World Cup
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Hardware Somewhat modern PC Controlled by keyboard Speakers DirectX 9.0 Graphics card supporting 16-bit color
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Software Windows XP or Vista DirectX 9 Run-time Development Visual Studio 2005 DirectX 9 SDK (August 2007) Adobe Photoshop
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Algorithm Style Probability of scoring based on distance of shot from the goal The closer you are to the goal when you shoot, the more likely it is that you score a goal Passing Game will locate the player closest to the player currently carrying the puck, and pass the puck to that player Switching players works the same way (switches to the closest player) AI Offense will move into preprogrammed spots in the offensive zone when they have the puck. Spots are in the two face-off circles and between them in front of the net Defense works the same way Lamothe’s Collision_BOBS() function will be used to detect collisions between blitter objects Player-player Player-puck Player-net Rink will be static image Goalie animations will be based on where the puck is Goalie moves out of the goal if the puck is far away Puck physics are simplified Constant velocity, no friction Sound playback based on Lamothe’s code Goal horn When timer gets to 0, game will go into sudden-death overtime and will go on until a goal is scored
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