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Kevin Clow: Artificial Intelligence Programmer Level Designer 3D modeler Matthew Vaughan: Project Manager Graphical User Interface Programmer Audio Programmer.

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Presentation on theme: "Kevin Clow: Artificial Intelligence Programmer Level Designer 3D modeler Matthew Vaughan: Project Manager Graphical User Interface Programmer Audio Programmer."— Presentation transcript:

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2 Kevin Clow: Artificial Intelligence Programmer Level Designer 3D modeler Matthew Vaughan: Project Manager Graphical User Interface Programmer Audio Programmer 3D modeler

3 3 rd person tactical shooter with hover tanks Science fiction setting Enemy tanks, turrets, and mobile mines Player must fight through a maze full of enemies to reach the end goal

4 Mazes are dynamically created Multiple ammunition types Control tank using Xbox 360 controller or a keyboard

5 Players who enjoy 3 rd person shooting games strategy style gameplay maze style maps

6 Free and low-cost advertising dedicated website for player’s to view, comment on, and download the game domain will be through GoDaddy.com links to social websites on game website social networking websites Facebook, Twitter, Google+, etc. be able to reach about one billion people

7 Introducing our competitors Wii Tanks for the Nintendo Wii Crazy Tanks for mobile devices Tank Recon 3D for mobile devices We aren’t the only ones to think of this!

8 Image courtesy of monstersandcritics.com

9 Similarities: Different types of enemies Tank Battle 3D has: Dynamically created maze maps Much larger maps Pickups & Power-ups More types of enemies Difficulty setting

10 Image courtesy of itunes.apple.com

11 Similarities: Large maps Pickups & Power-ups Difficulty setting Tank Battle 3D has: Differing types of enemies Dynamically created maze maps More types of power-ups

12 Image courtesy of itunes.apple.com

13 Similarities: Large maps Pickups & Power-ups Difficulty setting Tank Battle 3D has: Differing types of enemies Dynamically created maze maps More types of power-ups

14 Core development is done in parallel Kevin works on A.I., Matthew works on menu A.I. and menu system integrated together Unity game engine (free version) C# used for script development Most art assets are created using Blender some projectiles created within Unity

15 Iterative Use Case Driven Development 23 cases total 2 - 3 life cycles for each case requirements development testing Weekly Updates Senior project instructor: Professor Duncan Technical advisor: Professor Bahrt

16 Google Code cloud storage Tortoise SVN (Subversion) version control system WinMerge manual file merging

17 Testing occurred during each feature implementation Play testing using multiple subjects for feedback

18 Compared to Unreal Engine 3, Unity gave us: ability to layer objects for collision on the fly variable changes using the Inspector on the fly compilation when executed in the editor rapid implementation of the game

19 Link menu system to empty Game Object developed using Unity’s stock GUI system switch between menus using a delegate a data type that references a method behaves like method once assigned one HUD (Heads Up Display) also uses Unity stock GUI system textures used for health & power-up meters and for ammo and power-up type icons

20 Example layout created with MS Paint Layout of maze when generated within Unity

21 Enemy tank Enemy turret Enemy mobile mine Group level behavior

22 Given the dimensions of the space, structure of existing rooms, the start point, and end points. Based on available space from unconnected Doors to edges determine all possible rooms to place Remove rooms from possible rooms that conflict with others Select room from possible rooms. Create, and place selected room.

23 We have reached this point to better provide for future implementations: more behavior states for the A.I.

24 Developing the game using C++ and DirectX integration knowledge Procedural Room Generation Explosion SFX one reference script for each explosion We overcame each other’s differences

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