creating a 3-d game with spark engine lauren bissett, dan maguire, and nicholas woodfield

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CSE 4939WMILESTONE 4: INTEGRATION

Creating A 3-D Game With Spark Engine

Lauren Bissett, Dan Maguire, and Nicholas Woodfield

INTRODUCTION General Overview Of Development

A 3-D Game With Spark Engine: Spark Engine Development Game Development

…So what have we been up to?

LAUREN'S TIMELINE

Feature January February March AprilDesign •Floor plans

•Character design•Content list

•More floor plans

Modeling •Playable character model based on character design•Level building•Prop building

•Level building•Prop building

•Level building•Prop building

Rigging •Generic skeleton•Rig generic skeleton

•Tweak rig for playable character

Animation •Assist in content pipeline development and testing by providing custom animations

•Walk cycle •Animate •Animate

Game •Lighting•Staging

•Lighting•Staging

DAN'S TIMELINE

Feature January February March April

Game •Puzzle design•Character design

•Research•Investigate game architecture•Gameplay

•Gameplay Design•Inventory Items•UI Design

•Gameplay•Inventory System•UI Graphics•Intro Sequence

AI •Review algorithms •Research•Path finding styles•Line of sight sequence

•Decision system layers•Path finding pseudo-code•Line of sight sequence

•Decision system code•Path finding code•Line of sight code

Audio •Compile expected effects •Sound effects•Background music

•Sound effects•Background music

•Sound effects•Background music•Voice acting

NICK'S TIMELINE

Feature January February March April

Engine •Lighting•Normal Mapping•Content Pipeline•Animation Research •General Architecture•Code Rewrites•Documentation

•Animation Package•Particle Effects System•Specular mapping•Parallax mapping (?)•Environmental mapping

•Collision Volumes•Collision Detection

•Honors Thesis

Lighting •Per-pixel implementation •Further development•Optimization•Portability

•Lightmapping

Particle Effects

•Basic particle system •Basic Particle System •Game-specific effects (Fire, Dust, etc…)

Continue

Game •Foundation•More robust collision/physics

•Specific gameplay mechanics•Stairs

Continue

INTEGRATION PLANS

Entry CriteriaA level! The Player, Enemies, AnimationsContentCollisionsEvent Triggers

INTEGRATION PLANS Entry Criteria for Lauren’s Work:

AnimationsPlayer (idle, walking, etc…)Enemy (attacking, moving, etc…)

Content ModelsLevel objects (levers, buttons, etc…)Static scene objects (statues, torches, etc…)

INTEGRATION PLANS

Entry Criteria for Nick’s Work: Extending the model pipeline

Introduction of collision volumes

Extend the engine classes Create game classes: Player, camera, etc…

INTEGRATION PLANS

Entry Criteria for Dan’s Work:A.I. Algorithms

Object resolutionDecision making styles

SoundAudio ManagerEffects & Music are fully mixed

INTEGRATION SEQUENCE1. Create a level!

2. Extend the engine classes

3. Extend the game classes (cam, input, etc)

4. Add player, enemies, and objects

5. Collision detection algorithm

6. Add events (objects collide, enemy sees player, player picks up item, etc…)

7. Event handling (play sound, move player/enemy, add item to inventory, etc…)

INTEGRATION PLANS (1. CREATE A LEVEL)

INTEGRATION PLANS (2. EXTEND ENGINE CLASSES)

Ability to interact with game classesManage classes & update scene

INTEGRATION PLANS (3. EXTEND GAME CLASSES)

Add game classes:PlayerInputCameraEnemiesObjectsTriggers

INTEGRATION PLANS (4. ADD PLAYER, ENEMIES, OBJECTS) Import modelsAdd objects

INTEGRATION PLANS (5. COLLISION DETECTION)

Collision Detection HierarchyBounding boxCollision VolumesTriangle Intersection

INTEGRATION PLANS (6. EVENTS)

Player interactions Walk / Run / Climb / CrawlPick up / use itemAttack

EnvironmentMove objectLight torchLevers, buttons, pulleys

Enemy interactionsSee playerMoveAttack

INTEGRATION PLANS (7. EVENT HANDLING)

Player interactionsSound effects (footsteps, exertion, clothes, attacking, etc…)Item Management (update inventory, controls, etc…)Attack (weapons do damage, take damage/wear, etc….)

EnvironmentSound effects (objects dragging, flying, burning, exploding, etc…)Particle effects (torch’s fire, dust from wind, mist from splash, etc…)

Enemy interactionsDecide how to get to player in the quickest mannerAttack when in rangePlay sound effects for certain attacks (arrow shot, sword clangs, etc…)

SO THAT'S A GAME, RIGHT?

There’s still a lot to do!Great framework set up

TestingDebuggingRevising

Introduction SequenceCut ScenesMultiple Game Modes

QUESTIONS?COMMENTS?

SUGGESTIONS?

Creating A 3-D Game With Spark Engine

Lauren Bissett, Dan Maguire, and Nicholas Woodfield

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