elemental presented by darkwynter. why darkwynter? don’t assume real knowledge + wynter - cause...

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ElementalPresented by

DarkWynter

Why DarkWynter?

Don’t Assume Real Knowledge

+Wynter - Cause Wynter is

cool and swapping vowels makes it cooler

= DarkWynter

Team DarkWynterHunter Hale - ProducerJason Hardman - Creative

DesignerPriyesh Dixit - Lead

ProgrammerSubhir Rao - Level DesignAmanda Chaffin - Artist/QADr. Youngblood - Executive

Producer

Left to Right - Hunter Hale, Priyesh Dixit, Jason Hardman, Amanda Chaffin, Subhir Rao

Amanda Chaffin & Priyesh Dixit

Add Stuff about Amanda and Priyesh

Hunter Hale & Jason Hardman

Short Bios

Subhir Rao

Short Bio

What Worked What Didn’t

Amanda insert comments

What is Elemental?

Every one for themselves, Last man standing wins battle to the death

Unleash Elemental Fury to blast your way to victory

4 enter - 1 exits

Elemental History

Put Story here

Elemental In Detail

Advanced FPS utilizing several unique concepts

The world itself is your weapon. Modify the terrain to suit your every whim

Invoke elemental powers rather than picking up random weapon spawns

World ModificationYou have total control over the shape

of your world. Don’t like that mountain obscuring your view? Tear it down. Wanna put in a few speed bumps for your attackers, pop them up. Want some cover from that guy throwing fireballs at you? Bam instant wall. You want it you can do it.

Elemental Manipulation

Directly Manipulate Earth, Air, and Water

Modify the other elements with fire

Spend Manna to AttackGain Manna by shielding

against the elements you are attacked with

Development - Or how we got where we are today.

Its all in the SpiralsDesignPlanImplementTestRepeat

An EleMental Idea

Concept Design and BrainStorming

A Story is Born...

WynafellThe Temple Monk

The Septasoul

The Four Elements

Wave Shader

The Elements

Particle Interactions

Fully Interactive Terrain

Real World Physics

Morphable Terrain Mesh

In-Game Terrain Modification

Sight,

Sound,

and Feel

Xbox Controller

Heads Up DisplayMusic

Cycle 1 - MileStonesGame World: Use Terrain Mod to raise/lower a section of the world in real time.

Rendering engine capable of displaying a 3d Environment at interactive framerates (25 fps or more)

Lighting calculations will be calculated on a per pixel basis.

Each pixel has directional, diffused, ambient, and specular lighting

Collision detection using bounding spheres for players and particle.

User Interface: Menu system - Start Screen, Game Setup, Player Setup, Controller Setup, Exit Screen

XBox 360 & PC controls

HUD – 2D overlay HUD

Targeting reticle (cross-hairs)

Health and Manna bar

Weapons: Players can use elements to attack opponents. (fire and earth only)

Ability to set shields.

Receive manna if attacked with the shielded element.

Multi-Player: Multi-player gaming with up to four players on the XBox 360 and PC.

Death-match – last man standing.

Music: Basic background music

Basic key sound effects (not including collision).

Character Rendering: Created in MilkShape.

Exported to the DirectX format

Loaded into game

Cycle 1 – Gantt charts

Cycle 2 - MileStonesUI: Level and Menu transitioningDesign: Editor modeImplement: Shader architectureEngine: Add wind particles

Get a second level into the game (swap levels in and out)

Shaders for boulder, fire-boulder, water, ice and wind

Update collisionMap with terrain modsMusic for 2nd levelSound effects for attacksSound effects for collisions Apply physics to all objects (collision, gravity and

friction)Camera initializationAdd props to world

Assume terrain mod locationImplement jumpingTree model (model and texture)Rocks

Translucent Padded Room

Cycle 2 – Gantt charts

Cycle 3 - MileStonesGame World: Heat distribution

Load a third levelParticles can undergo

state changesOptimization and

sequencing

Proof of Concepts: GPGPU, Animation

User Interface: HUD graphics

Weapons: EarthWaterAir

Character Rendering: Character models

Cycle 3 – Gantt charts

Cycle 4 - MileStonesGame World: Cohesion

Load a fourth and fifth levelPhysics adjustment for playablityImprove collisionObject cullingShadow mapping shaderNormal mapping shaderFog

User Interface: HUD finalize graphics Update controls to new scheme

Weapons: Terrain modification brushesEarth ( Fireball/Tundra ) Water ( Steam/Ice )Air ( Hazy/Frosty )

Music: All levels have unique musicIntro music

Single Player: Rotating character in character select screen Rotating terrain in level select screen

AI: AI uses shieldsFuzzy State Machine AI

Character Rendering: Updated character modelsShield graphicsImprove character model

Multi-Player: New game mode Deathmatch

Cycle 4 – Gantt charts

Terrain Physics

Terrain Mod

Architecture Diagram

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