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Name: Hotdog Apocolypse Genre: Sidescrolling Deathmatch Max Players: 4 Description: Battle your buddies in a robust, 2-dimensional world populated with

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Name: Hotdog Apocolypse

Genre: Sidescrolling Deathmatch

Max Players: 4

Description:Battle your buddies in a robust,2-dimensional world populatedwith living 20th century carnivalcuisine. Swing on your grapplinghook between heaping moundsof decomposing trash and collectdifferent weapons to vanquishyour foes and bring glory toyour family.

John Battagline – Game Concept

Mike Henretty - User Interface

Max Herkender – Game Engine

James Pae – Music & Sounds

Which one is he?!

Early January, 2008, John Battagline presented his idea…

2D side-scrolling death-match game: “Scroller Death”

The basic idea “Fighting Game meets 1st Person Shooter”

Each character roams a 2D environment with guns, grappling hook & crosshair to aim

4 players Simple weapons: guns, bombs, missiles,

etc.

The original concepts were rough No artwork No theme No direction… Weapons were generic: guns, bombs, etc. Characters were lame: army soldiers

We had a long way to go!

3rd week of the quarter, we decided on a theme to the game: FOOD! Game name would become “food fight” A back-story emerged:

“The year is 2099, and food on earth has been reduced to extreme scarcity. In it's last efforts, humanity sends four chefs to the bowels of the planet in order to harvest a secret underground food reserve, buried at the end of the 20th century by a fast food mogul in preparation for Y2K.

The four chefs eventually reach their destination, but soon turn on one another: he who controls the food, controls the planet. Now, they are no longer friends, but bitter enemies in competition for raw, tasteless power. They fight, live, and die by the fork--throwing food and cooking utensils at another--in one final, edible battle of dinner-sized proportions.“ New weapons would be food

Burger Bombs Carrot Missiles Pizza Cutters

New characters would be funny Ronald McFonald Facial Contortion (grimace) The “Cheeseburgular” Bad Dog

Max knew how to implement it Had previous experience developing high-speed game

engines in AS3 (Actionscript 3.0) Initial engine was his previously-designed general purpose

engine Worked very well for initial concept Allowed for basic player movement and collision detection

For Example…

Shotgun

Chain Gun

Bombs

Flame Thrower

Missile

…but it wasn’t too pretty

…and it wasn’t “G-rated”!

Mike had a vision Soon began launching his 10-week career

as an ingenious GUI engenderer Began to set up game screen stubs

Simple, 1-color screens with bland text at the top Glued the game screens together Set up attract loop & got high scores working in the game Original intro…

Immediately began doing research on the game pored over McDonald’s, Burger King, & other fast-

food sound tracks for many endless nights. Began sending back results very early

Rapidly acquired sounds off the internet, modifying them, and assimilating them into the game

Began musical “branding” Initially somewhat cheery Became progressively “darker,” like the lightless

caves of our edible underworld…

The Characters took on new life [next slide] Modified 3D renders from OSU scoreboard

Used cell-shading

Created cave backgrounds in Maya Began to dream up new splash screens Manifested his artistic superiority

Everyone got on board of the game creation

New screens were “slipping in”

Over a dozen weapons made it into the game

New Features were added into the game

• Nacho Cheese Pits• Level Wrapping• Camera• Destructible / Moveable world

objects

Peter & John melded their creative perspicacity

Names (clockwise from top-left)

• Mr.Freeze’s basement• Nacho Cheese

(then whose cheese is it?!)• The Caves• Pipe Place• Center of the Earth

Bacon Blaster

Bananarang

Gelatin Gun

Homing Hotdog

Hair Net

Popcorn Mine

Salad Shooter

Timed T-Bone

Taco Torpedo

Tomato Bomb

Meat Grinder

Nacho Cheese Pits

Panning / Zooming Camera

Level Wrapping

Destructible / Moveable world objects

Collision Detection Beasted it Basic idea:

2 rectangles collide “primed” boundaries collide with “passive”

boundaries Moveable Boundaries Weapons / Projectiles Level Wrapping

Movement Services Solid objects (Level boundaries) “register” with service All world objects “request” movement

Displace movement so it won’t pass through a solid object

Post-Mortem

What went wrong? RapidSVN

Turned out to be an oxymoron Using one .fla for development

Not as cool as it seems SVN is designed to handle text files, not binary

files, and we had difficulty editing it at the same time

RapidSVN Again.

More Things Wrong

Too many ideas Deformable Terrain Superweapons Teams Different game types

Shrinking Tyler’s artwork Advanced 3D rendering, top-of-the line

computers, talented artists working together to create the greatest 10x10 pixel characters imaginable

Doing things twice Working on the same thing at the same time

The Good News

Max’s engine Doing things the “right way”

James’s musical evolution Started cheery, became darker and

transformed the mood of the game John beasted it

Constantly added weapons and other content and experimented with new ideas throughout the development of the game

More Good

Tyler’s existing rigs Not his first food-related project Existing work helped move things along

G-rated Started as an inconvenience, forced us to

innovate Many ideas would not have been created

otherwise