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Introduction
• Multi-touch Framework that uses a Multi-touch table.
• A lot of changes to our project
• Today: Hardware, Framework, Application
Introduction
• Why did we have to change things?– Improvements in the multi-touch community – Fall Term Schedules – Creating and coding a multi-touch gesture engine
is extremely difficult. – Coding a game gives better focus, than trying to
make a generic framework
Present State
Battlegrounds
Hardware Gesture Engine + XNA
• Finalize design• Replace parts • Repair projector enclosure
• Engine fully coded • Core gestures functioning• Unique gestures need to be coded
• 2D and 3D Assets in progress• Game Menus and Screens needed • Game structure in XNA done
Hardware – Fall Term
• Optimization – Faster detection of finger tips (blobs) – Upgraded components
• Ongoing Maintenance – Replacing IR-LED bulbs– New Surface Frame
Comparisons with BitBox
• FTIR vs. DI– Very similar in data capture reliability – FTIR works in dynamically lighting conditions • DI is light sensitive since it uses shadows on the surface
– FTIR requires less set up time
The Battlegrounds Game
• Multi-touch war strategy game – Objective: World Domination
• Like Risk and Axis and Allies– Conquer the world using your fingers.
The Battlegrounds Story
• It is 1942, and the world is at the brink of World War II.
• Command your army, and conquer all the world territories in a quest for world domination!
• Make alliances, strategize your resources and attacks.
The Armies
• Players choose one of five major armies in WWII:
Russia (Red)
Japan (White)
Great Britain (Green)
USA (Blue)Germany (Black)
Gameplay Fundamentals
• It is a multi-player (2-4) turn based game• Win enemy territories using army units that you
purchase and position on the world map
Winning Conditions Losing Conditions
100% of all territories Lose all territories that you own
Predetermined total limit Lose your Capital
Captured All Capitals
Game Phases
• With each turn, a player performs 3 phases:1. Evaluate Resources 2. Move and Attack 3. Allocate Resources
• Mimics the style of war strategy board games
Game Features:
• Alliances can be made (and broken) • Rewards are given for achieving objectives • 3D battle simulations that use gestures to play– Replace the use of dice – More engaging and uses skill to determine outcome
Game Design Style:
• Simple colors and textures – “Toy” feel that are similar to game pieces – Able to distinguish between armies quickly
• Vector based graphics• 2D – to – 3D switch when a battle occurs
– Textures are still simple and based off the army colours – Cartoony animation effects
• Promotional items will reflect World War 2 military styling
Territories
• Total of 58 Land Territories to conquer
Continent Total Number of Territories
North America 6
South America 5
Europe 12
Eurasia 20
Africa 11
Australasia 4
Territory States
• Territories exist in one of three conditions– Friendly (occupied by your army)– Hostile (occupied by enemy armies)– Unoccupied (no association)
Friendly Hostile Unoccupied
Naval Forces (2D Symbols)
Submarine
Destroyer
Naval Transport
Aircraft Carrier
• Patrol Water Territories around land territories
Player Docks
• A graphical platform that displays all the buttons and icons needed to buy new units, form alliances, and display the Unit Production Value.
Rewards
Rewards are given upon the completion of an objective, and provides extra money or units
Reward Objective Reward Given
Control North America +2 UPV
Control Europe +5 UPV
Control Africa +3 UPV
Control Eurasia +7 UPV
Defeat a rival army AND control their capital
Atomic Bomb
Take over 6 territories in one turn Airfield
Take over a continent in one turn +2 Infantry
Rewards
Rewards when given are placed in the dock.Designed inspired by military rank insignia.
Asia (+ 7)
Europe (+ 5)
Africa (+ 3)
N. America (+ 2)
Extra Infantry
Airfield Atom Bomb
3D Asset Considerations
• Low poly-count• FBX file size• Follow design style (“Toy look”)
• XNA required a single mesh• Texture size has to be a multiple of 4
3D Battle Simulations
• These are the “mini-games” that players play to determine the outcome of a battle.
• There are 4 scenarios:– Ground Forces vs. Ground Forces– Air Forces vs. Ground Forces – Naval Forces vs. Air Forces– Naval Forces vs. Naval Forces
Game Architecture
• Core classes have been setup– More functionality/code needs to be implemented– The pieces are there we just need to put them
together
Game Architecture Chart Game
Map
Territory
Core
Settings
Menus
Media
Math and Physics
Player
Army
Units
Views
Gesture Engine
Grafiti TUIO
Game Mechanics
• The uniqueness of the gameplay needs to reflect the uniqueness of the system
• Gestures are used, instead of mouse events.
What is a Gesture Engine?
• Responsible for Gesture Recognition– Compares a hand or finger movement to a
predefined gesture logic– Recognizes multiple points or touches
• Built on Grafiti
Grafiti
• What?– Gesture Recognition mAnagement For Interactive
Tabletop Interfaces– Open Source Gesture Recognition Library• Alessandro De Nardi
• Why?– Written in C# and .NET 3.0– Modular– Easily scalable
Gesture Recognition Process
• Webcam Data• Sockets
Blob Detection
• Conversion• Groups• Traces
Group Management • Process Data
• Find Targets
Gesture Manager
• Compare• Throw Event
Gesture Recognition
List of Gestures
Working Gestures• Tap• Double Tap• Translate• Rotate• Scale
Incomplete• Slingshot• Lasso• Flicking
Gesture Engine Problems
• Very complex– 5000+ lines of code!
• Debugging– Multiple Threads– Synchronization
• XNA Integration
Tasks for Winter Term
•Completing all assets
•Create basic gameplay mechanisms
•Alpha Test
January• Code
all Battle Simulations (3D + unique gestures)
• Marketing Campaign
• Beta Test (Focus Groups)
February
• Integrating all game components (game transitions)
•Optimizing the game, debugging as necessary
•Project Fair Preparations
March
•Project Fair
•Website, Manuals and other deliverables
April
Critical Lessons
• Keeping to a schedule is important• We need to focus• Stick with the plan. No more feature creeping
or trying new technologies• Trial and errors = a wealth of knowledge