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Zombie Robots, the Game - An EECS 494 Game Design Project December 10 th , 2009 Wing Hong Ko (Chris Hasson, Brian Nixon) Presented in Technical Communication 496

Zombie Robots, the Game

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Zombie Robots, the Game. - An EECS 494 Game Design Project December 10 th , 2009 Wing Hong Ko (Chris Hasson , Brian Nixon). Presented in Technical Communication 496. Agenda. Introduction/Objective Background Information Design Game Engine Graphics, Physics, Control Features Guns - PowerPoint PPT Presentation

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Zombie Robots, the Game- An EECS 494 Game Design Project

December 10th, 2009

Wing Hong Ko (Chris Hasson, Brian Nixon)

Presented in Technical Communication 496

AgendaIntroduction/ObjectiveBackground InformationDesign

◦Game Engine Graphics, Physics, Control

◦Features Guns Ambience Multiplayer

Conclusion

IntroductionEECS 494 – Game DesignProject RequirementsOur Idea

◦Dual-Wielding guns◦Use of Ambience Effects◦Multiplayer

Background InformationStory and Premise

◦Dark night haunted by Zombie (Robots)

◦Player the last of humanity, on the run

◦Special dual-wielding ability◦Importance of Light

Background InformationConventional FPS:

◦Switch between single weapon Sometimes, two firing modes

Background Information◦Combining weapons in the inventory

Usually permanent

◦Just a “shoot everything in sight” game

Background InformationOur Approach:

◦Two different weapons at the same time Can shoot independently Can shoot simultaneously for a third

firing mode

◦Ambience Use of sound effects to alert player Necessitates the use of flashlight

Design – Game EngineGraphics Engine

◦Ogre3D (with help of OgreMagic, OIS)

◦Object-oriented “Graphics Rendering Engine”

◦Scene nodes◦Shaders◦Said to be best open-source graphics

engine

Design – Game EngineGraphics Engine – limitation

◦ONLY a graphics engine◦No Game State◦No simple User Interface solution◦No controller◦No physics!

Design – Game EnginePhysics Engine

◦Bullet

◦Handle Collision automatically◦Used widely in other applications –

e.g. Maya

Design – Game EngineControls

◦XInput◦OGRE’s OIS limited functionality◦Support independent axis for

triggers Vital to our design

Design – Game ArchitectureObject-oriented, “managed”

Input Listener

Frame Listener

Render Listener

Game State

Player Mananger

Control Manager

Enemy Manager

Scene Manager (Ogre)

Player 1Player 2

::

Control Scheme 1

Control Scheme 2

::

Basic Zombie 1Advanced Zombie 1

Basic Zombie 2::

Plasma Bullet 1Shock Bullet 1Shock Bullet 2

::

Design – Features Guns: Attributes

◦Fire – damage over time. Defeats Ice◦Ice - slows enemy. Defeats Shock◦Shock – concusses enemy. Defeats

Fire◦Light – deals high damage

Shock

Ice Fire

Design - FeaturesGuns, two categories

◦Physical Revolver Shotgun Missile Launcher Crossbow Sword

◦Magical Flame Thrower - Fire Freezer - Ice Shock Lance - Shock Flash Light - Light

Design - FeaturesGuns, two categories

◦Physical Revolver Shotgun Missile Launcher Crossbow Sword

◦Magical Flame Thrower - Fire Freezer - Ice Shock Lance - Shock Flash Light - Light

Design - FeaturesGuns, two categories

◦Physical Revolver Shotgun Missile Launcher Crossbow Sword

◦Magical Flame Thrower - Fire Freezer - Ice Shock Lance - Shock Flash Light - Light

Design - FeaturesGuns, two categories

◦Physical Revolver Shotgun Missile Launcher Crossbow Sword

◦Magical Flame Thrower - Fire Freezer - Ice Shock Lance - Shock Flash Light - Light

Design - FeaturesGuns, two categories

◦Physical Revolver Shotgun Missile Launcher Crossbow Sword

◦Magical Flame Thrower - Fire Freezer - Ice Shock Lance - Shock Flash Light - Light

Design – FeaturesAmbience

◦3D Sounds◦For players to determine enemy

position◦Flash light◦Firing of weapons attract enemies

Design - FeaturesGame Resources

Resource Produced/ Created By Consumed By

Player life Player starts game with full life. Restores automatically over time.

Decreased when the player is damaged.

Money Players start with zero money. Earned by damaging or destroying Zombie-Robots.

Used by players to pickup and use new weapons or to revives themselves after falling.

Time Hidden timer counts the time until the next wave of enemies arrives.

Counts down to zero, then resets to the time until the next wave.

Score Players begin the game with a score of zero points.

Increased based on the player’s damage. More awarded for accurate shots.

Weapon cool down

When each weapon is fired, time added to the cool-down timer. If the time reaches the max, the player will be unable to use that weapon until the timer expires.

Decreases to a minimum of zero at a continuous rate while player not firing the weapon.

Results – Progress So FarScreenshots

ConclusionsZombie Robot – a new take on

FPS◦Simultaneous firing of 2 guns◦Use of Ambience Effects◦Multiplayer on single-screen

Game Engine◦Graphics: OGRE3D◦Physics: Bullets◦Control: XInput

Thank you for listening to us!Questions?