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Rival Assassins Submitted by: Vibhor Mittal (10104659) Aviral Agarwal (10104672) Paresh Shrivastava roject Supervisor: rs. Ankita Gupta DEPARTMENT OF COMPUTER SCIENCE ENGINEERING & INFORMATION TECHOLOGY JAYPEE INSTITUTE OF INFORMATION TECHNOLOGY, NOIDA

Rival assassins

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Page 1: Rival assassins

Rival Assassins

Submitted by:

Vibhor Mittal (10104659)

Aviral Agarwal (10104672)

Paresh Shrivastava (10104677)

Project Supervisor:Mrs. Ankita Gupta

 DEPARTMENT OF COMPUTER SCIENCE ENGINEERING &

INFORMATION TECHOLOGY

JAYPEE INSTITUTE OF INFORMATION TECHNOLOGY, NOIDA

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Introduction

• Rival Assassins is a combination of action adventure elements and 3D platforming with a third person perspective.

• Platforming elements allow protagonist to jump, grab and move along ledges, climb and perform other acrobatic actions that allow players to make their way through the many challenges that protagonist will have to face. 

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Some relevant current Problems

• Most of the bad effects of video games are blamed on the violence they contain. Children who play more violent video games are more likely to have increased aggressive thoughts, feelings, and behaviors.

• Too much video game playing makes your kid socially isolated. Also, he may spend less time in other activities such as doing homework, reading, sports, and interacting with the family and friends.

• Games can confuse reality and fantasy.

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Problem Statement

Designing an action-adventure and 3D Platforming video game, incorporating the physics system to govern environmental objects and the player character. The player guides the protagonist through dangerous environments and traps. The developer emphasize on avoiding detection by enemies rather than engaging them in direct combat, leading to a greater emphasis on exploration and puzzle solving than other types of action games.

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Proposed solution

• When your child plays video games, it gives his brain a real workout. In many video games, the skills required to win involve abstract and high level thinking. These skills are not even taught at school.

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Novelty/Benefits

• It is a game which tells you nothing on a literal or intellectual level, but which in instinctive, emotional terms makes you understand more than you will ever be able to verbally communicate to another human being.

• It operates on the same level that vivid and uncomfortable dreams do; all shifting shapes, abstract moods, and primal visions which profoundly claw at your being before slipping away into the tangible nothingness of the world’s backdrop.

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Summary of Literature Survey

Figure : Back End model

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Figure : Front End model

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Tools & Framework Used

Unity 3D

• Unity is a game development ecosystem:

a powerful rendering engine fully integrated with a complete set of intuitive tools and rapid workflows to create interactive 3D and 2D content.

• Easy multiplatform publishing. • Thousands of quality. • Ready-made assets in the Asset Store

and a knowledge sharing community.

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3D Max Modeling

• 3ds Max provides a number of different modeling toolsets and workflows, each with its positive and negative sides.

• These include Procedural Modeling

(parametric objects and non-destructive modifiers), Editable Mesh and Editable Poly explicit modeling, Surface Tools Spline to Patch modeling and NURBS.

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Requirement Specifications

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Algorithms

• Artificial Intelligence is used to simulate human-like intelligence, intelligent behaviors or subsets of intelligent behaviors primarily in non-player characters (NPCs).

• The techniques used typically draw upon existing methods from the field of Artificial Intelligence.

• However, the term game AI is often used to refer to a broad set of algorithms that also include techniques from control theory, robotics, computer graphics and computer science in general.

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Implementation

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Limitations of the Solution

• As we are trying to make this game available for the various platforms, we have to make this project on a free version of Unity 3D using free assets and paid add-ons. These add-ons and assets are bugged and not updated frequently. Hence the development process is slow and tedious.

• We are also limited by the hardware of the

system. A game is very resource intensive software hence we can’t put in huge amount of detailing without any performance degradation.

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Conclusion

• The game's story and its ending have been open to much interpretation; the ending was purposely left vague and unanswered by developer. It was compared to other open-ended books, films and video games, where the viewer is left to interpret what they have read or seen. 

• Another interpretation suggested the game is the character's journey through Hell to reach Heaven, or to find closure for his sister's death. Another theory considers that either the character or his sister or both are dead.

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Reviews

“Dark and disturbing is something that is a running theme throughout Rival Assassin, it isn’t a nice game, it isn’t one that will leave a smile on your face but it is engrossing and it will have you suckered in from start to finish.”

-Mayank Bhushan

“A triumph for independent game development, which manages to transcend all that came before it without having to re-write the genre.”

-Ankit Agarwal

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“It’s a brilliant take on classic conventions, and the way in which it’s presented only adds to its genius.”

-Ashish Tyagi

“As one of the most unique puzzlers that I’ve played over the years, Rival Assassin’s chilling atmosphere is an example of an incredible gaming achievement.”

-Bilal Shaukat Shaikh

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“Stunningly beautiful and hauntingly atmospheric, Rival Assassin is a modern day masterpiece. The puzzles are balanced and intelligent, and the art direction is phenomenal. This is one of the classics you owe yourself to experience.”

-Rajat Bhatia

“The simplistic yet gorgeous art direction, the scant yet absolutely effective sound cues, the limited yet engrossing storytelling and the unsettling atmosphere all come together to build a full experience, one that will not be forgotten for quite some time.”

-Ayush Garg

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Kevin Dill, Lockheed Martin, 2011, “A Game AI Approach to Autonomous Control of Virtual Characters”.http://www.iitsec.org/about/PublicationsProceedings/Documents/11136_Paper.pdf

Patrik O. Hoyer , 2004, “Non-negative Matrix Factorization with Sparseness Constraints”.http://www.cs.helsinki.fi/u/phoyer/papers/pdf/NMFscweb.pdf

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Konstantin Mitgutsch, Matthew Wise, 2011, “Subversive Game Design for Recursive Learning”. http://www.digra.org/dl/db/11310.47305.pdf

Owen Macindoe,Leslie Pack Kaelbling and Tomas Lozano-Perez, 2012, “Assistant Agents for Sequential Planning Problems”. http://www.aaai.org/ocs/index.php/AIIDE/AIIDE12/paper/viewFile/5495/5774