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Midterm Demo (Fall 2008). Outline. BuggyCode Studios Employees BUGS, Last Stand Squad Game Levels Demo 1 Game mechanics Interaction Game engine features used Sound effects Graphics AI Remaining Tasks Demo 2. BuggyCode Studios Employees.
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Outline • BuggyCode Studios Employees • BUGS, Last Stand Squad • Game Levels • Demo 1 • Game mechanics • Interaction • Game engine features used • Sound effects • Graphics • AI • Remaining Tasks • Demo 2
BuggyCode Studios Employees • Checks us out at http://www.buggycodestudios.com
BUGS, Last Stand Squad • Protect Earth from deadly gigantic cyborg bugs (the cybugs) • Story • Armament race drives world wide conflicts • Green World’scybug project backfires • Cybugs attack nuclear sites world wide • Multiplayer TPS & wiimote-based game • “Tower defense” game play • 4 Levels
Interaction • Players destroy cybugs with wiimotes
Game Engine Features Used • Terrain & mesh readers • irrEdit • irrKlang
Sound FX Needed for the Game • Sound mixing • Background music • Prioritize sounds being played • Specify 3D world position & volume of sound
Sound FX Implemented • Console app to test the irrklang library capabilities and a test class to adjust sound FX • Music for IntroState and MenuState (thrilling) • Musicfor PlayerSelectionState (windingup) • Background music for TestLevel • Sound mixing • Every cybug plays its own sound
Remaining Sound FX Tasks • Each bug and each weapon will have its own sound • Adjust volume according to distance • Multiple soundeffects and ambient sounds in order to get rid of monotony. • Make minor adjustments for various game levels • Create our own sound effects
Concept Art :: Character Art (1/2) • Four distinct character types, each with his or her own strength and weakness • Here are heavy and midrange concepts
Concept Art :: Character Art (2/2) • Here are the Sniper and Demolition concepts
Concept Art :: Bugs • Techno-Organic, about 5-6ft tall, many types
AI :: Waypoints (1/2) • The cybugs will follow certain paths, which are determined by waypoints • For each spawn point, there will be different paths, randomly chosen by a cybug
AI :: Flocking (1/4) • To create variations, there will also be a flocking algorithm • Cybugs will not collide with each other
AI :: Flocking (3/4) • Steering Rules Separation steer to avoid crowding local flockmates Alignment steer towards the average heading of local flockmates Cohesion steer to move towards average position of local flockmates
AI :: Flocking (4/4) • Algorithm Basics vec3sep = separate(flock) vec3ali = align(flock) vec3coh = cohesion(flock) float A = 2.0 float B = 1.0 float C = 1.0 acceleration += sep * A + ali * B + coh * C velocity += acceleration position += velocity acceleration = vec3(0, 0, 0)
Remaining Tasks • HUD overlay • Add character and base 3D models • Create 4 distinct levels • Finish sound dynamics • Finish waypoint AI code • Finish bug/bullet collision detection