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Basil Fierz Benjamin Schindler Henning Avenhaus. Game Development Lab SS 07 Project: Gravity Bound. Our Hero. We found our hero. It is a blob. (this is a picture of a blob at birth). It is oily, it is wobbly, it is shiny. Bubble Bobble.
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Basil Fierz Benjamin Schindler Henning Avenhaus Game Development Lab SS 07 Project: Gravity Bound
Our Hero We found our hero. It is a blob. (this is a picture of a blob at birth) It is oily, it is wobbly, it is shiny.
Bubble Bobble • Game idea loosely based on the old arcade game “Bubble Bobble” • We will use 3D and several modifications to make it more fun
Game rules • Game plays in cubic levels • Kill all monsters in one level to advance to the next • Paralyze monsters by shooting oil at them • Kill monsters by moving over them when paralyzed • Shots of oil are parts of yourself shots make you shrink • Collect shots to refill yourself • Collect bonus items to become more powerful • The direction of gravity can change!
The gravity feature • Direction of gravity can change in steps of 90° • Could be controlled by either player, level, or at random
What will it look like? Single player mode
What will it look like? Split-screen multiplayer
Will it be fun? Yes, of course! Why? • Playing requires skill / dexterity • Good old arcade – style • Ballistic movement of shots • Direction of gravity can change • Re-collection of oil • Limited amount of shots (ammo) • For the men, it has hunting, killing, collecting and competition in it • For the women, it has a cute main character, colorful graphics, and lots of nice little bonus items, and no blood • Split-screen multiplayer!
Technical issues To make the game look (and feel) good, we will need: • Mass-spring system or FEM model for the blob itself • Environment mapping for the surface of the blob • Collision detection • Physics
Tools of the devil • Microsoft™ Visual Studio C# Express • Microsoft™ XNA Framework • Adobe Photoshop • Propellerheads Reason • Open Office / Power Point • SVN Repository • maybe MAYA (if we cannot find monster andbonus item models) .... • more tools which we will find as we go
Development schedule • Start programming • Get a playable version as soon as possible • Focus on implementing core aspects (shooting monsters, gravity feature, wobbly blob, re-collection of oil, split-screen, …) • Implement more advanced features later • Care about making more levels last • Care about making more monsters last • Care about making more items last
Development schedule - milestones 17.04.: Very simple yet playable version (blob as sphere, cubic level, no interaction with monsters) 24.04.: Functional minimum (working camera, shooting monsters, …) 15.05.: Low target (Textured levels, wobbly blob, gravity feature, some sound, ….) 05.06.: Alpha release, ready for playtesting (environment mapping for blob, bonus items, split-screen, …) 19.06.: Final game release (with all features, and then without bugs )