developed by kaleb houck, zack kimball, douglas drobny, aaron phillips, miguel ramirez, ben adler,...
Post on 15-Jan-2016
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ARKHAM HORROR VIRTUALIZATION PROJECT
Developed by Kaleb Houck, Zack Kimball, Douglas Drobny, Aaron Phillips, Miguel Ramirez, Ben Adler,
Premsagar Donga, Ryan Savage, Gary Hollingshead, Wenlong Huang
Brief Introduction Virtualization effort of Arkham Horror Board Game Will be developed for two platforms: Linux and Table
System Our team will be doing development using Agile
methods. Our project will be developed in a highly modular
fashion using Unicon. We will be using a virtual development environment
called Assembla. We will be discussing in this presentation what has
been done by the three sub teams : Team Gary, Team Doug, and Team Ben.
Combat (Collaboration)
Combat (Activity)
Sealing a Gate (Sequence)
DICE DEMONSTRATION
Mythos Common Item
Arkham Event
Decks
Card
Many to many relationship
############################## This is a record of a card. Opt-int to use records instead# of classes. The fields of a record are accessed the same way# (with a '.') and can be procedures. # name = Card name# text = Card text# deck = Deck the card belongs to# frontPic = Picture to put on front of card# backPic = Picture to put on the back of the card# total = Number of cards left in deck to draw or total cards to put in deck# cUse = link to procedure that gets called when used# cDrop = link to procedure that gets called when dropped# cPickup = link to procedure that gets called when picked up# handCost = how many hands needed to use# exhausted = yes or no for exhausted or not##############################
record Card(name, text, deck, frontPic, backPic, total, cUse, cDrop, cPickup, handCost, exhausted)
local lMythosDecklocal lArkhamEventDecklocal lOtherworldEventDecklocal lNormalItemDecklocal lMagicItemDecklocal lSpellDecklocal lSkillDecklocal lHenchmenDeck
START MENU
MOVEMENT ACTIVITY GRAPH
Location Pathing
Locations have a list of all adjacent locations
Calculates all paths of length 9 Removes paths without destination Truncates locations after the destination Finds shortest list
Samples
Environment and Player Character Classes Stat Tables
Houses many relevant player stats within an easily accessed table Two Tables: BaseStatsTable and BuffStatsTable
Buff System Allows for handling of multiple independent stat bonus effects with limited durations. The Buff Object consists of:
○ Name: ○ Expiration: Names of the period in which this buff is to expire
Common expirations are:- Combat: These buffs are discarded after each combat turn- Turn: These buffs expire at the end of the player’s current turn- Phase: These buffs expire at the end of the current phase.- Upkeep: These buffs expire at the start of next Upkeep Phase- Passive: These buffs expire when the item giving the benefit is discarded (handled by discard()
method)
○ Effects(list): the list of 1 or more stat modifications for this given buff It is a list of pairs [ “stat”, magnitude ] , where the “stat” is the key for the proper stat in the StatTables
and the magnitude is the (+/-) integer.
○ Conditions(list): used to allow for the buffs that have conditions attached. Example: [“type”, “cultist”] implies the buff only affects cultist type creatures Example: [“locationtype”,”street”] implies this buff only works when you are tested and found to be in a
street
Player Character Class Stat Sliders
Implemented in two parts: BaseStatsTable and three integer variables:○ Mobilityslider: controls the slider of Speed
Sneak○ Combatslider: controls the slider of Fight Will○ Mentalslider : controls the slider of Lore Luck○ Each of these integers is contained within the
range of 0 to 3 When the character is initialized, their stats in
the BaseStatsTable is set to the value on the far left, and the sliders are all set to a value of 0
StatusTable There are many toggles that can be placed on
your character, these have all been migrated to the StatusTable, under their appropriate keys.
Environment Class Player Table
Contains specific instances of the player character class○ The keys for these are player1 through player’n’ in order to
prevent odd player names from interfering with the table’s function
Deck TableContains specific instances of the deck class, accessed
by giving a ‘key’ that uniquely identifies the deck○ Drawing a common item is as easy as
DeckTable[“common”].DrawCard()○ This table has the potential to hold every deck, from items
to encounter cards, to the gate and monster decks.
Key Value
“Player1” <class> object
“Player2” <class> object
…. ….
“Player n” <class> object
…. …..
variable Value
Name “Bobby”
…. ….
BaseStatsTable
<table> object
…. ….
BuffList <list> object
BuffStatsTable <table> object
Etc.. Etc…
Player-Character class
Player Table
Key Value
MaxStamina 6
MaxSanity 4
… …
Speed 2
Sneak 0
Etc.. Etc..
BaseStatsTable
Environment Class
Variable Value
PlayerTable <table> object
DeckTable <table>object
…. ….
CurrentPlayer <string>
CurrentPhase <string>
PlayerTable[“Player1”].GetStat(“MaxStamina”)
Collaboration diagram
Sequence diagram
method OnZoom(ev)
w:=BoardImage.w_spec
h:=BoardImage.h_spec
x:=&x-BoardPanel.x_spec
y:=&y-BoardPanel.y_spec
if (BoardImage.w=BoardPanel.w_spec) then {
BoardImage.set_size(w*5, h*5)
x:=x*5-BoardPanel.w_spec/2
y:=y*5-Boardpanel.h_spec/2
MAXx:=BoardImage.w_spec-BoardPanel.w_spec
MAXy:=BoardImage.h_spec-BoardPanel.h_spec
if (x<0) then x:=0
if (y<0) then y:=0
if (x>MAXx) then x:=MAXx
if(y>MAXy) then y:=MAXy
BoardImage.set_pos(-x, -y)
VerticalZoomScrollBar.set_value(50*y/MAXy)
HorizontalZoomScrollBar.set_value(50*x/MAXx)
overlay_set_1.set_which_one(overlay_item_1)
}
else {
BoardImage.set_size(w/5, h/5)
BoardIMage.set_pos(0,0)
overlay_set_1.set_which_one(overlay_item_2)
}
resize()
end
method OnHorizontalZoomScrollBarPress(ev)
y:=BoardImage.y_spec
MAXx:=BoardImage.w_spec-BoardPanel.w_spec
x:=HorizontalZoomScrollBar.value*MAXx/50
BoardImage.set_pos(-x, y)
resize()
end
Zoomed out Map Game Display
Equipment Stats Display
Investigator Stats Display
Main Game Display
Player clicks on map
Player clicks the zoom icon
Player clicks the investigator
Player clicks return
Player clicks an item in the list
Player clicks the investigator
CHATBOX
Chatbox is an optional feature wherein the users can chat with each other during playtime.
Chatbox
Chatbox
Chatbox