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Basil Fierz Benjamin Schindler Henning Avenhaus Game Development Lab SS 07 Project: Gravity Bound.

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Presentation on theme: "Basil Fierz Benjamin Schindler Henning Avenhaus Game Development Lab SS 07 Project: Gravity Bound."— Presentation transcript:

1 Basil Fierz Benjamin Schindler Henning Avenhaus Game Development Lab SS 07 Project: Gravity Bound

2 Our Hero We found our hero. It is a blob. (this is a picture of a blob at birth) It is oily, it is wobbly, it is shiny.

3 Bubble Bobble Game idea loosely based on the old arcade game “Bubble Bobble” We will use 3D and several modifications to make it more fun

4 Game rules Game plays in cubic levels Kill all monsters in one level to advance to the next Paralyze monsters by shooting oil at them Kill monsters by moving over them when paralyzed Shots of oil are parts of yourself  shots make you shrink Collect shots to refill yourself Collect bonus items to become more powerful The direction of gravity can change!

5 The gravity feature Direction of gravity can change in steps of 90° Could be controlled by either player, level, or at random

6 What will it look like? Single player mode

7 What will it look like? Split-screen multiplayer

8 Will it be fun?

9

10 Why? Playing requires skill / dexterity Good old arcade – style Ballistic movement of shots Direction of gravity can change Re-collection of oil Limited amount of shots (ammo) For the men, it has hunting, killing, collecting and competition in it For the women, it has a cute main character, colorful graphics, and lots of nice little bonus items, and no blood Split-screen multiplayer! Yes, of course!

11 Technical issues To make the game look (and feel) good, we will need: Mass-spring system or FEM model for the blob itself Environment mapping for the surface of the blob Collision detection Physics

12 Tools of the devil Microsoft™ Visual Studio C# Express Microsoft™ XNA Framework Adobe Photoshop Propellerheads Reason Open Office / Power Point SVN Repository maybe MAYA (if we cannot find monster and bonus item models).... more tools which we will find as we go

13 Development schedule Start programming Get a playable version as soon as possible Focus on implementing core aspects (shooting monsters, gravity feature, wobbly blob, re- collection of oil, split-screen, …) Implement more advanced features later Care about making more levels last Care about making more monsters last Care about making more items last

14 Development schedule - milestones 17.04.: Very simple yet playable version (blob as sphere, cubic level, no interaction with monsters) 24.04.: Functional minimum (working camera, shooting monsters, …) 15.05.: Low target (Textured levels, wobbly blob, gravity feature, some sound, ….) 05.06.: Alpha release, ready for playtesting (environment mapping for blob, bonus items, split-screen, …) 19.06.: Final game release (with all features, and then without bugs )


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