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Dakota Humphries (Project Lead) Thomas Impellitteri (Tech Lead) Daryl McGhee II (Design Lead) Keith Rosier (Asset Lead). Supernova Blindside. Turn Based Strategy Game 3 Grids to Strategize and Attack Complete Objectives Capture Planets for Money Customize Ships for Added Strategy
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Dakota Humphries (Project Lead) Thomas Impellitteri (Tech Lead) Daryl McGhee II (Design Lead) Keith Rosier (Asset Lead)
Supernova Blindside • Turn Based Strategy Game • 3 Grids to Strategize and Attack • Complete Objectives • Capture Planets for Money • Customize Ships for Added Strategy • Travel through space and progress storyline
Gameplay Scout Fighter Gunship Battleship Cruiser
Gameplay (cont’d) • Buy ships from shop • Objectives are given at the level start • Do what you must to win • Destroy planets • Destroy stars • Capture planets for currency • Upgrade ships using currency
Dakota HumphriesProject Lead • Scheduling • FMOD Sound • 3D Sound • Collision • Combat System
3D Sound • What is 3D Sound? • Emitter vs Listener • 2D vs 3D Sound • Basic 3D sound update
2D vs 3D Sound 2D Sound:
2D vs 3D Sound 3D Sound:
3D Sound • Updating Emitters & Listener • 3 Easy steps for updating • Update the position • Calculate the velocity • Send the information to FMOD Time Current Position Old Position
3D Sound • Updating Emitters & Listener • 3 Easy steps for updating • Update the position • Calculate the velocity • Send the information to FMOD
Thomas ImpellitteriTechnology Lead • AI • Path-finding • Decision Trees • Integration • Picking • Lua Scripting
Path-finding • Path-finding • Start to Goal • Simple Distance Checks
Path finding, How its done • Alone, lost in goals
Decision Trees • Decision Tree • Brain of the Operation • Decides all options for path-finding • Finds who to shoot
Decision Tree, helping hand AI finds its way
How its done Nodes with function pointers Is anyone in my firing range? Yes No Move in Range Shoot Ship
Daryl McGheeDesign Lead • Menu System • Shop and Upgrade System • Camera • Object Creation and Management
Object Creation and Management • Composed of Two Parts: • Object Factory • Creates all objects used in the game • Object Manager • Arranges objects deletes them properly
Object Manager • After objects are no longer needed: • Back in the factory for later use • They are deleted in groups
Keith Rosier Asset Lead • Rendering • Effects System • Render Engine • Texture Manager
Death of a Star • Have a defined start and end • Figure out the major steps that will get you from here to there • Figure out what tools (Art, API, Systems) you will need to generate the desired effects
Death of a Star • Start with a model • A “model” is a collection of vertices • These vertices form triangles • Triangles form the model’s surface
Death of a Star • Texture the model (in this case a star) • Texturing wraps a “skin” around a model to give the appearance of complexity
Death of a Star • Add particle effects for extra detail • Particles first implemented in Star Trek II: The Wrath of Khan • Used to generate visuals for things without a defined surface (smoke, water, fire)
Death of a Star • Change particles and textures to generate a dying star
Death of a Star • Employ the use of “quads” for blast effects • Quads are two triangles used to generate a square
Death of a Star • Replace the old model with a new one • Add more quads and particles to generate new effects • Stretch and rotate quads to achieve the desired visual
What Was Learned • How to deal with losing a team member • Learning something new during a project is much more time consuming and adds to resources • Gameplay is more important than technology, when tech is done, gameplay should be right after. • Modularity is much more important than it seems