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GSP362 Group Project Of Gods and Fortune

GSP362 Group Project Of Gods and Fortune. By Chris Dickinson David Fairweather Gee Yi Wong. The Team. Chris Project Manager Lead Programmer Systems Programming David Gameplay Programming Sound Programming AI Programming Gee Graphics Programming Art and Menus. The Pitch.

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GSP362 Group Project Of Gods and Fortune

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  1. GSP362 Group ProjectOf Gods and Fortune By Chris Dickinson David Fairweather Gee Yi Wong

  2. The Team Chris Project Manager Lead Programmer Systems Programming David Gameplay Programming Sound Programming AI Programming Gee Graphics Programming Art and Menus

  3. The Pitch A parody of Warhammer Shadow of the Horned Rat Which is itself a real-time version of the Warhammerboard game Regiment-based movement Typical Warhammerstatistics and dice rolls Limited scope

  4. The Plan Follow Model-View-Controller (MVC) development style, separating each major component. Main game class/DX application that calls update and render View class that controls shaders, backbuffer rendering etc. Model has implementations of Armies, Regiments, Troops and Nodes in a proper hierarchy. Objects that require a physical presence use Rigid Body and Collision classes from the Physics Engine

  5. The Code Many std::vector objects to store information Lots of inter-class communication Finite-State-Machines (Regiments& Troops) Coded to be extensible; enums, inheritance, level loading, etc. Singletons: PhysicsEngine, View, MeshManager, CorpseManager, GameRules, SoundManager

  6. Personal Touches Chris Army/Regiment/Troop/Node hierarchy and management Level creation/destruction Melee management David GameRules User Input Initial Terrain w/ Multi-Texture effect Gee Menu View and Asset Management Artwork

  7. Problems and Lessons Chris Inter-class communication – got very complex very quickly Project management – needed tighter deadlines Regiment orientation and node positioning David User Input – different preferences in key controls caused minor group conflict Sound – Music stops after the second playthrough. FMOD implementation in general. Terrain Rendering – accidently had it render multiple times in one loop Gee Vectors – first time using them Code Base – Working with and understanding unfamiliar code Communication

  8. Time to kill stuff!

  9. Q&A

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