Contents Overview Major Features Major Components User Interface Gameplay Testing UML Timeline.

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Presentation transcript:

Contents Overview Major Features Major Components User Interface Gameplay Testing UML Timeline

Overview Chrome Desires 3 rd Person Shooter War of the Mechanical BattleMasters Online Multiplayer Original Music Score Most “Explodiest” Game of the Year Rated T for Teen - Violence Requires DirectX 9.0 and Windows

Major Features Single Player Multiplayer Options and Settings

Single Player Practice Grounds Battle Automated Mechs Not Story Driven Few Consecutive Levels Not Main Focus of Game

Multiplayer Main Focus of Game Hosting or Joining Hosted Game –Hosted through IP or LAN –Join by IP Address –LAN Hosted Games Appear in a List No Automated Mechs Time Limit or Kill Limit Deathmatch Only

Major Components –Game Engine –System Specific Code –Resources

Game Engine Engine provided by Vaughan Young Came with DirectX book Engine modified to suit our game Handles –Rendering –Networking –Input/Output –Audio –Collision Detection –Physics –Script Handling

System Specific Code Player Manager –Handles all instances of Player Object Bullet Manager –Handles all instances of Bullet for each player Weapon –Owned by Player Objects –Creates instances of Bullets Menu System Game Class –Manager of managers –Handles all aspects of game

Resources Meshes and Textures Sounds Effects and Music Scripts –Text files containing parameters for specific in-game objects Handled using Multiple Linked Lists –Engine does not allow multiple instances of same resource –Engine removes instances when completed

User Interface

Main Menu

Multiplayer Game Menu Multi-Player Mode Back

Character Settings Menu Character Settings (Insert Player name) Mech 1Mech 2Mech 3Mech 4 BackNext

Host Game Menu Host Game Map Selection Back Your IP: Port#: (Enter Port#) Play

Join Game Menu Join Game Enter IP:(enter IP address) Back Join

In-Game Screenshot

Gameplay Mechs –Abilities –Damage Zones Weapons –Melee –Ranged Maps –Individual Maps –Structures –Spawning

Mechs Light –Fast Speed –Weak Armor –Weak Melee Medium –Balanced Armor, Power, and Speed Heavy –Slow –Heavy Armor –Powerful Melee

Mech Abilities Stand Run Strafe (Right or Left) Jump Crouch Crouch Run Taunt Aiming Shooting Picking Up Items

Running Example

Crouch-Running Example

Jumping Example

Taunting Example

Weapons Mech Specific Melee Ranged Weapons –Chain Gun Default –Rocket Launcher –Laser –Mines –The Shredder –Energy Beam –Electromagnetic Stream

Individual Maps Wasteland Stadium Megatropolis Space Station Moon Base Temple

Structures Varying sizes –Small houses (Small) –Skyscrapers (Large) Most are Destructable –Bunkers provide impenetrable protection Repair Stations –Mechs stand on platform –Repaired by small mechanical robots

Spawning Player Spawn Points –Maps contain multiple spawn points –No grace period after spawning Each spawn is random Weapons Spawn Points –Vary on each map –Respawn after set amount of time Ammo Spawn Points –Similar to Weapon SP but with ammo

UML

Testing –Done constantly throughout development –After first version release, major testing phase starts –Set of test cases applied to the game

Timeline Mechs completed – March 16 Levels completed – March 20 Weapons completed – March 30 Beta Version (Multiplayer only) – April 2 Beta Testing Phase Begins – April 2 End Testing Phase – April 9 LAN Party with Tang – April 10 Next Development Phase – April 11 Alpha Version – May 5

Questions, Comments or Suggestions?