BomberBots 3D Mindless Thinking Games Don Olmstead Olga Sayenko Dmitri Svistyula

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BomberBots 3D

Mindless Thinking GamesDon OlmsteadOlga Sayenko

Dmitri Svistyula

The Game

2 Players on one keyboard in a 1 on 1 battle

The objective is to hurt the other player with your bombs till all their life is gone

The Game Board

The Players

The Players (cont)

Players as well as other models were put together in 3ds max from basic shapes

No bones, animations are done with key frames on position, rotation, and scaling on various model hierarchies

Bombs

Remote BombsTriggered by

player

Simple Bombs3 Second Timer

Touch BombsTriggered by

Touch

Bombs (cont)

Bombs can be kicked away from the player

Another bombs explosion can trigger another bomb

The player regains bombs as they explode

PowerUps

Bomb LevelIncreasesBomb range

EnergyAdds Health orAdds Shields

Increase SpeedPlayer MovesFaster

PowerUps (cont)

AdditionalRemote Bomb

AdditionalSimple Bomb

AdditionalTouch Bomb

PowerDowns

PoisonDamages the

player

PanicControls areReversed

Decrease SpeedPlayer MovesSlower

PowerUps/PowerDowns (cont)

PowerUps / PowerDowns disappear over time

They can be destroyed by bombs Status effects disappear after 5

seconds

Explosions Destroy Boxes,

PowerUps, and PowerDowns

Damage players when touched

Implemented with a sphere and a particle effect

Level Setup Editable Text files

store all the information on the level

Can create any design within the grid of a maximum size of 25x25

Files specify the theme to use for a level

Themes contain the models for the levels

.X files for the walls and boxes

.bmp for the floor of the level

Can add any number of themes

9 themes currently

Theme # 1:

Theme # 2:

Theme #3:

Theme # 4:

Theme # 5:

Theme # 6:

Theme # 7:

Theme # 8:

Theme # 9:

Sound

Some sounds are edited samples adopted from other sources

Ex. The sound played when the player dies is actually a pitched down sample of r2d2 from Star Wars.

Sound (cont)

Other samples are put together from various samples

All sounds were layered and run through VST and DirectX plug-ins using Steinberg WaveLab

Music

Most of the music in the game is original

The music was put together using some software samplers, drum machines, and synthesizers

Music (cont)

List of hardware recorded and sampled in the process of music creation

- Yamaha TX81Z FM Synth- Yamaha CS1x Sample-Based Synth- Alesis D4 Drum Machine- DigiTech Studio Effects Processor

Play the Demo!

Design Tradeoffs

Less PowerUps Less Bomb Types No network play

Things We’d Do Different

Use DarkBasic for graphics ONLY! DarkBasic NEEDS variable declaration

for all variables!!!!!!! C++ as the backend for all the

data

Commercial Games

It takes A LOT to get a game up and running

Need to make good design decisions early on

A LOT goes into planning the game even before coding

Thank You

Questions???????

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