Nostromo Tom Patecky Ross Brown. Operational Concepts Based on Ambrosia Software’s Escape Velocity series Based on Ambrosia Software’s Escape Velocity.

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Presentation transcript:

Nostromo Tom Patecky Ross Brown

Operational Concepts Based on Ambrosia Software’s Escape Velocity series Based on Ambrosia Software’s Escape Velocity series Single-player Single-player Player can freely travel to different areas in game and interact with other ships/planets. Player can freely travel to different areas in game and interact with other ships/planets.

System Requirements Core Game Engine – Sprite-based graphics, player uses keyboard for moving around the play area. Core Game Engine – Sprite-based graphics, player uses keyboard for moving around the play area. Planet and Ship interaction handled with a window containing buttons that let the player buy equipment, replace crew, accept missions, etc. Planet and Ship interaction handled with a window containing buttons that let the player buy equipment, replace crew, accept missions, etc. A large undirected graph defines a map of the star systems, player moves to different systems using wormholes in the play area. A large undirected graph defines a map of the star systems, player moves to different systems using wormholes in the play area. Non-Player Ships will require an AI. Non-Player Ships will require an AI.

System and Software Architecture Can be done in either C++ using OpenGL or DirectX or in Java using Swing. Can be done in either C++ using OpenGL or DirectX or in Java using Swing. Best performance would be achieved with C++. Best performance would be achieved with C++. Advantage of using sprites is that they are simple to implement and do not consume an inordinate amount of CPU time Advantage of using sprites is that they are simple to implement and do not consume an inordinate amount of CPU time Can be made to run on a wide variety of systems, will not require a high-end computer to play. Can be made to run on a wide variety of systems, will not require a high-end computer to play.

Life-Cycle Plan - Stakeholders Developers – Need to be able to produce the game at a reasonable quality within the set time period. Developers – Need to be able to produce the game at a reasonable quality within the set time period. Gamers – The game needs to be sufficiently entertaining and challenging. Gamers – The game needs to be sufficiently entertaining and challenging.

Life-Cycle Plan - Roadmap Develop basic engine with space flight, combat (projectiles, hit detection). Develop basic engine with space flight, combat (projectiles, hit detection). Begin the menu engine. Begin the menu engine. Lay groundwork for statistical upgrades. Lay groundwork for statistical upgrades. July 19th, 2005 Zero-feature release Create content like maps, ships, port interaction. Create content like maps, ships, port interaction. Complete upgrade system. Complete upgrade system. Develop enemy AI. Develop enemy AI. Integrate sound. Integrate sound. August 2nd, 2005 Beta release Bug fixes and more rigorous testing. Bug fixes and more rigorous testing. Balance gameplay elements to make it challenging, yet enjoyable. Balance gameplay elements to make it challenging, yet enjoyable. Improve graphics, sound, and user interface. Improve graphics, sound, and user interface. August 15th, 2005 Final release

Feasibility Rationale - Pitfalls We are potentially underestimating the time it will take to complete the project. We are potentially underestimating the time it will take to complete the project. Developers may have limited experience, which will increase the amount of time the project takes. Developers may have limited experience, which will increase the amount of time the project takes.

Feasibility Rationale - Advantages This type of product has been made before, so there is less risk involved in implementation. This type of product has been made before, so there is less risk involved in implementation. Development can be done in whatever language the team is most familiar. Development can be done in whatever language the team is most familiar.

Questions?