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CMPE 490 Presentation Video Game

Dive into an arcade-style space shooter game with wireless controllers using accelerometers for intuitive gameplay. Challenge friends in multiplayer mode and experience the thrill of battling enemy ships. This game offers a fun and engaging experience for players. Join us on this thrilling adventure through the vast expanse of space!

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CMPE 490 Presentation Video Game

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  1. CMPE 490 PresentationVideo Game Group members: Billy Kozak Nathan Sinnamon Jeff Theriault

  2. We wanted to make a better video game than ‘Lunar Lander’ • To do something we will enjoy working on • Testing = playing video games (at least in the (very, very) late stages) • The end product is fun! Motivation

  3. Gameplay which emulates an arcade-style space shooter • Wireless controllers which use accelerometers as input • Multiplayer! (by ‘multi’ we mean 2) • Video (VGA) output Functionality

  4. Game Concept

  5. Design:Main Unit

  6. VGA Buffer System

  7. Triple Axis Accelerometer • Detect controller rotation and gestures (Wii-style) • PIC Microcontroller on-board • Processes accelerometer (I2C) data • Formats current state into a packet and transmits via Xbee to Main unit • ZigBee wireless communication • Cables are bad. Wireless is fun! • PIC communicates with ZigBee over a serial link Design:Controller

  8. Design:Software

  9. The game engine works by repeating 8 basic steps in a continuous loop. • Step 1 fetches new ships from memory and places them onscreen if the correct amount of time has elapsed. • Step 2 reads data from the controllers and updates the player ship’s positions. • Step 3 updates locations of the enemy ships as determined by simple AI routines. • Step 4 updates the locations of all onscreen projectiles • Step 5 detect collisions and resolve collisions (between two or more ships or a ship and a projectile) • Step 6 redraws every ship and projectile according to its updated position (dead ships/ projectiles are erased) • Step 7 detect for victory or loss conditions so we can • Step 8 update the game’s time counter and ensure that we don’t go back to step 1 until 15ms have passed Design:Game Engine

  10. Video games are harder to make than we thought! • The benefits (and sheer terror) of “writing it yourself” Conclusion

  11. Questions?

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