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Tank Battle 3D

Tank Battle 3D. Team: Something Soft Kevin Clow & Matthew Vaughan. Roles and Responsibilities. Kevin Clow : Artificial Intelligence Programmer Level Designer 3D modeler Matthew Vaughan: Project Manager Graphical User Interface Programmer Audio Programmer 3D modeler. Tank Battle 3D!.

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Tank Battle 3D

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  1. Tank Battle 3D Team: Something Soft Kevin Clow & Matthew Vaughan

  2. Roles and Responsibilities Kevin Clow: Artificial Intelligence Programmer Level Designer 3D modeler Matthew Vaughan: Project Manager Graphical User Interface Programmer Audio Programmer 3D modeler

  3. Tank Battle 3D! 3rd person tactical shooter with hover tanks Science fiction setting Enemy tanks, turrets, and mobile mines Player must fight through a maze full of enemies to reach the end goal

  4. Gameplay Features Mazes are dynamically created Multiple ammunition types Control tank using Xbox 360 controller or a keyboard

  5. Target Market Players who enjoy 3rd person shooting games strategy style gameplay maze style maps

  6. Marketing 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

  7. Competition We aren’t the only ones to think of this! Introducing our competitors Wii Tanks for the Nintendo Wii Crazy Tanks for mobile devices Tank Recon 3D for mobile devices

  8. Competition: Wii Tanks Image courtesy of monstersandcritics.com

  9. Competition: Wii Tanks Similarities: Tank enemies Obstacles (map-like) Tank Battle 3D has: Dynamically created maze maps Much larger maps Pickups & Power-ups More types of enemies Difficulty setting

  10. Competition: Crazy Tanks Image courtesy of itunes.apple.com

  11. Competition: Crazy Tanks Similarities: Large maps Pickups & Power-ups Difficulty setting Tank Battle 3D has: Differing types of enemies Dynamically created maze maps More types of power-ups

  12. Competition: Tank Recon 3D Image courtesy of itunes.apple.com

  13. Competition: Tank Recon 3D Similarities: Large maps Pickups & Power-ups Difficulty setting Tank Battle 3D has: Differing types of enemies Dynamically created maze maps More types of power-ups

  14. Development Methodology 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

  15. Development Methodology cont. Iterative Use Case Driven Development 23 cases total 2 - 3 life cycles for each case Use case requirements development testing Weekly Updates Senior project instructor: Professor Duncan Technical advisor: Professor Bahrt

  16. Version Control Tools for more sane projects, and project teams Google Code cloud storage Tortoise SVN (Subversion) version control system WinMerge manual file merging

  17. Testing Does it do what you want? Why not? Testing occurred throughout each feature implementation Play testing using multiple subjects for feedback

  18. Unity! 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

  19. Graphical User Interface 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

  20. How we designed our Rooms MS Paint Blender mockup

  21. Final Level 1

  22. Artificial Intelligence Turrets Arc rotation Mobile mines Seek, and destroy Tanks Seek, and attack Group level behavior (future iteration)

  23. Procedural Maze Generation Room filling algorithm. Place starting point Determine if an additional room fits If so place it If the space is not filled repeat Otherwise exchange one of the rooms for the end.

  24. Setting up for success We have reached this point to better provide for future implementations: more behavior states for the A.I. health bars for enemies finalize implementation of procedural level creation.

  25. Lessons Learned 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

  26. Demonstration

  27. Q&A

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