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Published byBaldwin Bridges Modified over 9 years ago
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Gone Fishin’ An iGDD Production by Uber Leetz
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Brought to you by: Isaac Cho Isaac Cho Laura Vandivier Laura Vandivier Nicholas Crook Nicholas Crook Jasper Land Jasper Land Hunter Hale Hunter Hale Executive Producer Dr. G. Michael Youngblood Executive Producer Dr. G. Michael Youngblood
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About Gone Fishin’ We set out to create a whimsical fishing game. We set out to create a whimsical fishing game. Players would be able to move around on a map and select where to fish. Players would be able to move around on a map and select where to fish. The game was to be a loose translation of Laura Vandivier’s fishing game. The game was to be a loose translation of Laura Vandivier’s fishing game.
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How to Play Players move their boat on an overhead map to where fish appear. Players move their boat on an overhead map to where fish appear. When fishing, players land the fish by correctly completing a rhythm sequence. When fishing, players land the fish by correctly completing a rhythm sequence. If a player waits too long in the rhythm sequence, the fish escapes. If a player waits too long in the rhythm sequence, the fish escapes.
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About the Fish There are four sizes of fish in the lake. There are four sizes of fish in the lake. –Small –Medium –Large –Huge! The bigger the fish, the longer the rhythm sequence. The bigger the fish, the longer the rhythm sequence.
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Design We wanted more interaction than random number generation to determine whether the player caught a fish. We wanted more interaction than random number generation to determine whether the player caught a fish. After many ideas, we decided to use a rhythm-based style where the character would have to reel in the fish by correct button presses. After many ideas, we decided to use a rhythm-based style where the character would have to reel in the fish by correct button presses.
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More Design We decided to make the fish appear in different sections of the lake, otherwise the player may never move from the starting position. We decided to make the fish appear in different sections of the lake, otherwise the player may never move from the starting position. Much like with real fishing, when the game ends you see how many fish you caught and how large your biggest one was. Much like with real fishing, when the game ends you see how many fish you caught and how large your biggest one was.
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Development Implementation would come first. Implementation would come first. Making it look pretty would come later. Making it look pretty would come later.
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More Development The game has two fundamental player- interactive sections. The game has two fundamental player- interactive sections. –Moving on the overhead map –Fishing with the rhythm sequence
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Model View Control The Xbox 360 Controller is used for input. The Xbox 360 Controller is used for input. The game is updated in each increment of gametime. The game is updated in each increment of gametime. The game is redrawn as part of each update. The game is redrawn as part of each update.
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Our Tools Visual Studio C# Visual Studio C# XNA Game Studio XNA Game Studio XACT XACT Photoshop Photoshop Soundtrack Soundtrack
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Overhead Map The overhead map was done using a collision map with an overlaid image of a lake. The overhead map was done using a collision map with an overlaid image of a lake. The objects were drawn on the map using a sprite sheet. The objects were drawn on the map using a sprite sheet. Fish and other objects would appear randomly on the map. Fish and other objects would appear randomly on the map.
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Rhythm Fishing A series of pre-defined rhythm sequences were used. A series of pre-defined rhythm sequences were used. The player would have a timer for the rhythm sequence. The player would have a timer for the rhythm sequence. If the timer expired, the fish would get away. If the timer expired, the fish would get away. If the player caught the fish, they’d find out its size. If the player caught the fish, they’d find out its size.
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Demonstration
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Questions? Thank you!
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