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Team 2: Gamers & Coders ‘ The Last Warrior’ Android Game Application By Chinmay Kulkarni, Darshan Shinde, Matt Frey, Peng Ye, Satoshi Inoue & Shachi Chandrashekhar.

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Presentation on theme: "Team 2: Gamers & Coders ‘ The Last Warrior’ Android Game Application By Chinmay Kulkarni, Darshan Shinde, Matt Frey, Peng Ye, Satoshi Inoue & Shachi Chandrashekhar."— Presentation transcript:

1 Team 2: Gamers & Coders ‘ The Last Warrior’ Android Game Application By Chinmay Kulkarni, Darshan Shinde, Matt Frey, Peng Ye, Satoshi Inoue & Shachi Chandrashekhar

2 Menu.java

3 Start Menu Buttons  Menu class displays a list of items  The 3 listed items here: Play Load Exit  Play selection will take you to the main game  Load selection loads the saved game  Exit selection will get you out of the game to android phone main menu.

4 1. After a player hits the play option in the main menu, this small window will pop up. 2. The player enters a name. 3. The player hit Ok to confirm. 4. Loads the game screen. 5. The player plays the game. 1. The character name shows in blue text on the top left corner. 2. The character HP shows right below the name. 3. The score shows in red on the top right corner. Player name input & Character Status

5 Menu & Attack Button This is the attack button: Taped The attack sound played & Character makes attack movement MENU button pressed  Menu shows up  Chooses the options

6 Save/Load Data User can save the character name and the score. LOAD lets user recall the saved data. Data is saved as an XML file in the internal storage of the phone. The program parse the xml into an ArrayList object.

7 Save- Load flow

8 TMX Tiled Map Game utilizes a tiled XML based map system to draw the game world or ‘map’ The map is made up of a grid of painted tiles select from a tileset The camera can pan around the entirety of the map and tiles can be assigned various properties to cause interactions with game entities, such as spawning a monster at that location or preventing entities from passing through solid textures.

9 Collisions in the world Tiles intended to be impenetrable are given the ‘solid property’ Game logic prevents entities from passing through them by stopping them when a predicted move would place the bounding rectangle inside a ‘solid’ tile.

10 Entity Interaction When player and enemy bounding boxes overlap a collision is detected and the player takes damage When the player attacks, coordinate math is used to see if a monster is in range, and the 2d vector between the two entities is used to determine if the player is facing the right direction. If proper conditions are met, the monster gets hit.

11 03/28/11 Enemies

12 03/28/11 Sprites

13 Incorporated better movements to enemies Mr. Beans now moves in not only along the axis of compass, but also along the eight directions. This makes the interaction between hero and the enemy more interesting, with enemies coming from different directions. Movements of enemies: Mr Bean & Rest

14 Projected targets and achieved results in the sprints A short summary of our progress

15 ‘ Newbies’ to Android game development platform Made us dedicate a complete sprint (2 weeks) to just ‘familiarize’ with the platform Got know how of Android SDK, Andengine, related plugins in Eclipse and few game examples. Meetings helped us in chalking out a possible idea for game. Sprint 1- The base is built

16 For ease of problem solving and to distribute tasks, we made two teams: Team PC & Team MAC. Results : All of the objectives set for Sprint 1 were achieved. Sprint 1 (Cont'd)

17 Once we were familiar with android game development, we started to develop a prototype It was mutually decided improvisation and further development could be carried in the last, i.e. Sprint 3 Sprint 2- Develop a basic working prototype

18 On screen controls and display elements should be made functional Enemies and hero’s weapons should be working Map and relevant structures created. Screen boundaries and collisions with entities / textures. ‘Start’ and ‘Pause’Menu For Game. Results : Though All of the objectives set for Sprint 2 were achieved, polishing of some of the objectives would come with other related work in Sprint3. Sprint 2- Cont'd

19 By the end of Sprint 2, we had a working prototype ready. In Sprint3, we decided to implement improvisations to our model. Hero-Enemy Interaction Interactive sound effects In game hero health and score meters Implementing ‘BOSS’ enemy (Gabbar) A attractive startup screen More maps, enemies and levels, Screen transition between levels. Sprint 3- Improvisation & Enhancement

20 Results : With almost all of the aforementioned objectives achieved, we were able to complete our project well in time. We have came to believe that once the necessary improvisations were done to the game, development of new levels and maps would be comparatively easier than scripting the entire game from scratch. Sprint 3- Cont'd

21 Questions?


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