Zombie Robots, the Game - An EECS 494 Game Design Project December 10 th, 2009 Wing Hong Ko (Chris Hasson, Brian Nixon) Presented in Technical Communication.

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Presentation transcript:

Zombie Robots, the Game - An EECS 494 Game Design Project December 10 th, 2009 Wing Hong Ko (Chris Hasson, Brian Nixon) Presented in Technical Communication 496

Agenda Introduction/Objective Background Information Design ◦ Game Engine  Graphics, Physics, Control ◦ Features  Guns  Ambience  Multiplayer Conclusion

Introduction EECS 494 – Game Design Project Requirements Our Idea ◦ Dual-Wielding guns ◦ Use of Ambience Effects ◦ Multiplayer

Background Information Story and Premise ◦ Dark night haunted by Zombie (Robots) ◦ Player the last of humanity, on the run ◦ Special dual-wielding ability ◦ Importance of Light

Background Information Conventional FPS: ◦ Switch between single weapon  Sometimes, two firing modes

Background Information ◦ Combining weapons in the inventory  Usually permanent ◦ Just a “shoot everything in sight” game

Background Information Our Approach: ◦ Two different weapons at the same time  Can shoot independently  Can shoot simultaneously for a third firing mode ◦ Ambience  Use of sound effects to alert player  Necessitates the use of flashlight

Design – Game Engine Graphics Engine ◦ Ogre3D (with help of OgreMagic, OIS) ◦ Object-oriented “Graphics Rendering Engine” ◦ Scene nodes ◦ Shaders ◦ Said to be best open-source graphics engine

Design – Game Engine Graphics Engine – limitation ◦ ONLY a graphics engine ◦ No Game State ◦ No simple User Interface solution ◦ No controller ◦ No physics!

Design – Game Engine Physics Engine ◦ Bullet ◦ Handle Collision automatically ◦ Used widely in other applications – e.g. Maya

Design – Game Engine Controls ◦ XInput ◦ OGRE’s OIS limited functionality ◦ Support independent axis for triggers  Vital to our design

Design – Game Architecture Object-oriented, “managed” Input Listener Frame Listener Render Listener Game State Player Mananger Control Manager Enemy Manager Scene Manager (Ogre) Player 1 Player 2 : Control Scheme 1 Control Scheme 2 : Basic Zombie 1 Advanced Zombie 1 Basic Zombie 2 : Plasma Bullet 1 Shock Bullet 1 Shock Bullet 2 :

Design – Features Guns: Attributes ◦ Fire – damage over time. Defeats Ice ◦ Ice - slows enemy. Defeats Shock ◦ Shock – concusses enemy. Defeats Fire ◦ Light – deals high damage Shock Ice Fire

Design - Features Guns, two categories ◦ Physical  Revolver  Shotgun  Missile Launcher  Crossbow  Sword ◦ Magical  Flame Thrower - Fire  Freezer - Ice  Shock Lance - Shock  Flash Light - Light

Design - Features Guns, two categories ◦ Physical  Revolver  Shotgun  Missile Launcher  Crossbow  Sword ◦ Magical  Flame Thrower - Fire  Freezer - Ice  Shock Lance - Shock  Flash Light - Light

Design - Features Guns, two categories ◦ Physical  Revolver  Shotgun  Missile Launcher  Crossbow  Sword ◦ Magical  Flame Thrower - Fire  Freezer - Ice  Shock Lance - Shock  Flash Light - Light

Design - Features Guns, two categories ◦ Physical  Revolver  Shotgun  Missile Launcher  Crossbow  Sword ◦ Magical  Flame Thrower - Fire  Freezer - Ice  Shock Lance - Shock  Flash Light - Light

Design - Features Guns, two categories ◦ Physical  Revolver  Shotgun  Missile Launcher  Crossbow  Sword ◦ Magical  Flame Thrower - Fire  Freezer - Ice  Shock Lance - Shock  Flash Light - Light

Design – Features Ambience ◦ 3D Sounds ◦ For players to determine enemy position ◦ Flash light ◦ Firing of weapons attract enemies

Design - Features Game Resources ResourceProduced/ Created ByConsumed By Player lifePlayer starts game with full life. Restores automatically over time. Decreased when the player is damaged. MoneyPlayers start with zero money. Earned by damaging or destroying Zombie-Robots. Used by players to pickup and use new weapons or to revives themselves after falling. TimeHidden timer counts the time until the next wave of enemies arrives. Counts down to zero, then resets to the time until the next wave. ScorePlayers begin the game with a score of zero points. Increased based on the player’s damage. More awarded for accurate shots. Weapon cool downWhen each weapon is fired, time added to the cool-down timer. If the time reaches the max, the player will be unable to use that weapon until the timer expires. Decreases to a minimum of zero at a continuous rate while player not firing the weapon.

Results – Progress So Far Screenshots

Conclusions Zombie Robot – a new take on FPS ◦ Simultaneous firing of 2 guns ◦ Use of Ambience Effects ◦ Multiplayer on single-screen Game Engine ◦ Graphics: OGRE3D ◦ Physics: Bullets ◦ Control: XInput

Thank you for listening to us! Questions?