- the Game -. Buffoon Studios UI Design Mohammed Lead Design Johannes Level Design Uma Game Design Vinod Art Director Belo.

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Presentation transcript:

- the Game -

Buffoon Studios UI Design Mohammed Lead Design Johannes Level Design Uma Game Design Vinod Art Director Belo

The Game “The Ultimate board game” Multiplayer Single player Compact, play anywhere Social, make friends Puzzling Expandable

Development Process 1.Introductory phase –Explore, experiment, develop 2.Component Development phase –Most of the art design –Components developed separately –Unit testing 3.Integration –Component refinement –Component integration –Product testing –Beta release

Development History

Art Design Crucial task in this kind of development Early concepts important Supplies material for all others

Game Structure Core Engine (720) Chair (300) 3D map (180) HUD (180) Dice (380) Icon find task (270) Maze task (120) Total: ~2100 lines of script code

Lead Design: CoreEngine Outlook: –a gamebox Functionality: –Create game objects –Store player information –Communicate with players –Control interaction –Pack & Unpack Issues: –Complex message transfer –16kb memory limit –Integration

Lead Design: Chair Outlook: –Futuristic bar-chair Functionality: –Hover the active players –Remove the chairs –Move player to tasks –Reserve the seat Issues: –Smooth movement not accurate enough

Lead Design: 3D map Outlook: –Spiral staircase Functionality: –Randomize red steps –Move player icons Issues: –Figuring out the exact step positions for the icons

UI Design: HUD Outlook: 2D map Functionality: –Player interaction via dialogs –2D Map to visualize the state of the game Design steps: –2D Texture of map (in box). –Attach to avatar HUD Permission (llGetPermission) Attachment location (left top) –Put all five Player in all steps(36 steps). –Play around alpha value of players (disable and enable) Issues: –Problem with animation solved with alpha values –Only owner of the script can attach HUD –(not HUD related) SL Account got corrupted

Gameplay Design: Dice Outlook: dice in wheel-of-fortune Functionality: 1.Probability function (to encounter a challenge/task) : Purpose to manipulate dice values Make sure players get enough tasks Still allow randomness Depends on –Current player position –Player’s performed tasks 2.Dice animation: Previous dice value should not effect the new rotation value Should look as smooth as possible Issues: –Smooth animation with exact stop

Level Design: Tasks General functionality: –Player is moved and left to a task position –The tasks are time based (ie. It disappears after a timeout specified for task) –Task communicate result to game engine Tasks: 1.Icon find: Outlook: Small platform with player icons Functionality: –Touch icons of a player color, scoring according the touched icons Issues: Creating randomly positioned icons takes time 2.Maze: Outlook: Half-transparent labyrinths Functionality: Find and press the button, scoring according to the time Issues: the big maze takes long time to complete

Beta Functionality: –Playable –1 to 5 players –Tasks: icon search, 3 small mazes 2 large mazes for single player Limitations: –Messaging security should be improved for public release –Highscoring on a larger scale –With slow connections the lag makes the game unplayable

Users say: “It is like a world in a world!” “I love the mazes” “Cool” “What are you guys doing” “Who wants to play with me?” “One of the best experiences in my life”

DEMO

Future A free version will be released when security issues are dealt with Game has huge potential for making profit with expansions: new tasks

The End - the Game -