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Presented by DarkWynter. Elemental. Why DarkWynter?. D on’t A ssume R eal K nowledge + Wynter - Cause Wynter is cool and swapping vowels makes it cooler = DarkWynter. Team DarkWynter. Hunter Hale - Producer Jason Hardman - Creative Designer Priyesh Dixit - Lead Programmer
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Presented by DarkWynter Elemental
Why DarkWynter? Don’t Assume Real Knowledge + Wynter - Cause Wynter is cool and swapping vowels makes it cooler = DarkWynter
Team DarkWynter Hunter Hale - Producer Jason Hardman - Creative Designer Priyesh Dixit - Lead Programmer Subhir Rao - Level Design Amanda Chaffin - Artist/QA Dr. Youngblood - Executive Producer
Left to Right - Hunter Hale, Priyesh Dixit, Jason Hardman, Amanda Chaffin, Subhir Rao
Amanda Chaffin & Priyesh Dixit Add Stuff about Amanda and Priyesh
Hunter Hale & Jason Hardman Short Bios
Subhir Rao Short Bio
What Worked What Didn’t Amanda insert comments
What is Elemental? Every one for themselves, Last man standing wins battle to the death Unleash Elemental Fury to blast your way to victory 4 enter - 1 exits
Elemental History Put Story here
Elemental In Detail Advanced FPS utilizing several unique concepts The world itself is your weapon. Modify the terrain to suit your every whim Invoke elemental powers rather than picking up random weapon spawns
World Modification You have total control over the shape of your world. Don’t like that mountain obscuring your view? Tear it down. Wanna put in a few speed bumps for your attackers, pop them up. Want some cover from that guy throwing fireballs at you? Bam instant wall. You want it you can do it.
Elemental Manipulation Directly Manipulate Earth, Air, and Water Modify the other elements with fire Spend Manna to Attack Gain Manna by shielding against the elements you are attacked with
Development - Or how we got where we are today. Its all in the Spirals Design Plan Implement Test Repeat
A Story is Born... The Temple Monk Wynafell The Septasoul
The Four Elements The Elements Wave Shader Particle Interactions
Real World Physics In-Game Terrain Modification Fully Interactive Terrain Morphable Terrain Mesh
Sight, Sound, and Feel Xbox Controller Heads Up Display Music
Cycle 1 - MileStones Game World: Use Terrain Mod to raise/lower a section of the world in real time. Rendering engine capable of displaying a 3d Environment at interactive framerates (25 fps or more) Lighting calculations will be calculated on a per pixel basis. Each pixel has directional, diffused, ambient, and specular lighting Collision detection using bounding spheres for players and particle. User Interface: Menu system - Start Screen, Game Setup, Player Setup, Controller Setup, Exit Screen XBox 360 & PC controls HUD – 2D overlay HUD Targeting reticle (cross-hairs) Health and Manna bar Weapons: Players can use elements to attack opponents. (fire and earth only) Ability to set shields. Receive manna if attacked with the shielded element. Multi-Player: Multi-player gaming with up to four players on the XBox 360 and PC. Death-match – last man standing. Music: Basic background music Basic key sound effects (not including collision). Character Rendering: Created in MilkShape. Exported to the DirectX format Loaded into game
Cycle 2 - MileStones UI: Level and Menu transitioning Design: Editor mode Implement: Shader architecture Engine: Add wind particles Get a second level into the game (swap levels in and out) Shaders for boulder, fire-boulder, water, ice and wind Update collisionMap with terrain mods Music for 2nd level Sound effects for attacks Sound effects for collisions Apply physics to all objects (collision, gravity and friction) Camera initialization Add props to world Assume terrain mod location Implement jumping Tree model (model and texture) Rocks Translucent Padded Room
Cycle 3 - MileStones Game World: Heat distribution Load a third level Particles can undergo state changes Optimization and sequencing Proof of Concepts: GPGPU, Animation User Interface: HUD graphics Weapons: Earth Water Air Character Rendering: Character models
Cycle 4 - MileStones Game World: Cohesion Load a fourth and fifth level Physics adjustment for playablity Improve collision Object culling Shadow mapping shader Normal mapping shader Fog User Interface: HUD finalize graphics Update controls to new scheme Weapons: Terrain modification brushes Earth ( Fireball/Tundra ) Water ( Steam/Ice ) Air ( Hazy/Frosty ) Music: All levels have unique music Intro music Single Player: Rotating character in character select screen Rotating terrain in level select screen AI: AI uses shields Fuzzy State Machine AI Character Rendering: Updated character models Shield graphics Improve character model Multi-Player: New game mode Deathmatch