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Zombie Robots, the Game. - An EECS 494 Game Design Project December 10 th , 2009 Wing Hong Ko (Chris Hasson , Brian Nixon). Presented in Technical Communication 496. Agenda. Introduction/Objective Background Information Design Game Engine Graphics, Physics, Control Features Guns
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Zombie Robots, the Game - An EECS 494 Game Design Project December 10th, 2009 Wing Hong Ko(Chris Hasson, Brian Nixon) Presented in Technical Communication 496
Agenda • Introduction/Objective • Background Information • Design • Game Engine • Graphics, Physics, Control • Features • Guns • Ambience • Multiplayer • Conclusion
Introduction • EECS 494 – Game Design • Project Requirements • Our Idea • Dual-Wielding guns • Use of Ambience Effects • Multiplayer
Background Information • Story and Premise • Dark night haunted by Zombie (Robots) • Player the last of humanity, on the run • Special dual-wielding ability • Importance of Light
Background Information • Conventional FPS: • Switch between single weapon • Sometimes, two firing modes
Background Information • Combining weapons in the inventory • Usually permanent • Just a “shoot everything in sight” game
Background Information • Our Approach: • Two different weapons at the same time • Can shoot independently • Can shoot simultaneously for a third firing mode • Ambience • Use of sound effects to alert player • Necessitates the use of flashlight
Design – Game Engine • Graphics Engine • Ogre3D (with help of OgreMagic, OIS) • Object-oriented “Graphics Rendering Engine” • Scene nodes • Shaders • Said to be best open-source graphics engine
Design – Game Engine • Graphics Engine – limitation • ONLY a graphics engine • No Game State • No simple User Interface solution • No controller • No physics!
Design – Game Engine • Physics Engine • Bullet • Handle Collision automatically • Used widely in other applications – e.g. Maya
Design – Game Engine • Controls • XInput • OGRE’s OIS limited functionality • Support independent axis for triggers • Vital to our design
Design – Game Architecture • Object-oriented, “managed” Player 1 Player 2 : : Player Mananger Game State Frame Listener Control Scheme 1 Control Scheme 2 : : Input Listener Control Manager Render Listener Enemy Manager Basic Zombie 1 Advanced Zombie 1 Basic Zombie 2 : : Plasma Bullet 1 Shock Bullet 1 Shock Bullet 2 : : Scene Manager (Ogre)
Design – Features • Guns: Attributes • Fire – damage over time. Defeats Ice • Ice - slows enemy. Defeats Shock • Shock – concusses enemy. Defeats Fire • Light – deals high damage Shock Ice Fire
Design - Features • Guns, two categories • Physical • Revolver • Shotgun • Missile Launcher • Crossbow • Sword • Magical • Flame Thrower - Fire • Freezer - Ice • Shock Lance - Shock • Flash Light - Light
Design - Features • Guns, two categories • Physical • Revolver • Shotgun • Missile Launcher • Crossbow • Sword • Magical • Flame Thrower - Fire • Freezer - Ice • Shock Lance - Shock • Flash Light - Light
Design - Features • Guns, two categories • Physical • Revolver • Shotgun • Missile Launcher • Crossbow • Sword • Magical • Flame Thrower - Fire • Freezer - Ice • Shock Lance - Shock • Flash Light - Light
Design - Features • Guns, two categories • Physical • Revolver • Shotgun • Missile Launcher • Crossbow • Sword • Magical • Flame Thrower - Fire • Freezer - Ice • Shock Lance - Shock • Flash Light - Light
Design - Features • Guns, two categories • Physical • Revolver • Shotgun • Missile Launcher • Crossbow • Sword • Magical • Flame Thrower - Fire • Freezer - Ice • Shock Lance - Shock • Flash Light - Light
Design – Features • Ambience • 3D Sounds • For players to determine enemy position • Flash light • Firing of weapons attract enemies
Design - Features • Game Resources
Results – Progress So Far • Screenshots
Conclusions • Zombie Robot – a new take on FPS • Simultaneous firing of 2 guns • Use of Ambience Effects • Multiplayer on single-screen • Game Engine • Graphics: OGRE3D • Physics: Bullets • Control: XInput
Thank you for listening to us! Questions?