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
Subhir Rao & Priyesh Dixit QuickTime™ and a
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Hunter Hale & Jason Hardman
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Amanda Chaffin
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Structure
Jell…Team SelectionAutonomySuggestion - Dedicated
Art TeamSuggestion - Team QA
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
Are you insane?
Are you sure? The doctors seem to thinkyou are...
And, of course, you are in an asylum...and those crazy dreams you keep havingaren't helping matters at all.
Are you insane?
Are you sure? The doctors seem to thinkyou are...
And, of course, you are in an asylum...and those crazy dreams you keep havingaren't helping matters at all.
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 Modification
You 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
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. R-GW - 2a,b
Rendering engine capable of displaying a 3d Environment at interactive framerates (25 fps or more) R-GW-7a
Lighting calculations will be calculated on a per pixel basis. R-GW-11a
Each pixel has directional, diffused, ambient, and specular lighting R-GW-11b-E
Collision detection using bounding spheres for players and particle. R-GW-9
User Interface: Menu system - Start Screen, Game Setup, Player Setup, Controller Setup, Exit Screen R-UI-0
XBox 360 & PC controls R-UI-1,2
HUD – 2D overlay HUD R-UI-1,2
Targeting reticle (cross-hairs) R-UI-1,2
Health and Manna bar R-UI-1,2
Weapons: Players can use elements to attack opponents. (fire and earth only) R-W-1
Ability to set shields. R-W-5
Receive manna if attacked with the shielded element. R-W-5
Multi-Player: Multi-player gaming with up to four players on the XBox 360 and PC. R-M-1
Deaath-match – last man standing. R-M-2
Music: Basic background music R-Mu-1
Basic key sound effects (not including collision). R-Mu-2
Character Rendering: Created in MilkShape. R-CR -1a
Exported to the DirectX format. R-CR -1b
Loaded into game. R-CR -1c
Cycle 1 – Gantt charts
Cycle 2 - MileStonesCycle 2 - MileStonesUI: Level and Menu transitioningDesign: Editor modeImplement: Shader architecture R-GW-7Engine: Add wind particles R-W-1
Get a second level into the game (swap levels in and out)R-GW-1
Shaders for boulder, fire boulder, water, ice and wind R-GW-7
Update collisionMap with terrain mods R-GW-2Music for 2nd level R-Mu-9Sound effects for attacks R-Mu-10Sound effects for collisions R-Mu-2 Apply physics to all objects (collision, gravity
and friction) R-GW-10Camera initializationAdd props to world R-GW-6
Assume terrain mod locationImplement jumping R-UI-1,2Tree model (model and texture) R-GW-6Rocks R-GW-6
Translucent Padded Room R-GW-6
UI: Level and Menu transitioningDesign: Editor modeImplement: Shader architecture R-GW-7Engine: Add wind particles R-W-1
Get a second level into the game (swap levels in and out)R-GW-1
Shaders for boulder, fire boulder, water, ice and wind R-GW-7
Update collisionMap with terrain mods R-GW-2Music for 2nd level R-Mu-9Sound effects for attacks R-Mu-10Sound effects for collisions R-Mu-2 Apply physics to all objects (collision, gravity
and friction) R-GW-10Camera initializationAdd props to world R-GW-6
Assume terrain mod locationImplement jumping R-UI-1,2Tree model (model and texture) R-GW-6Rocks R-GW-6
Translucent Padded Room R-GW-6
Cycle 2 – Gantt charts
Cycle 3 - MileStonesGame World: Heat distribution R-GW-3
Load a third level R-GW-1Particles can undergo state changes R-GW-4Optimization and sequencing
Proof of Concepts: GPGPU, Animation
User Interface: HUD graphics R-UI-1,2
Weapons: Earth R-W-2aWater R-W-2bAir R-W-2c
Character Rendering: Character models R-GC-1
Cycle 3 – Gantt charts
Cycle 4 - MileStonesGame World: Cohesion R-GW-3
Load a fourth and fifth level R-GW-1Physics adjustment for playablity Improve collision Object culling R-GW-7Shadow mapping shader R-GW-7Normal mapping shader R-GW-7Fog R-GW-7
User Interface: HUD finalize graphics R-UI-1,2Update controls to new scheme
Weapons: Terrain modification brushes R-GW-2Earth ( Fireball/Tundra ) R-W-3aWater ( Steam/Ice ) R-W-3bAir ( Hazy/Frosty ) R-W-3c
Music: All levels have unique music R-Mu-9Intro music R-Mu-9
Single Player: Rotating character in character select screen R-UI-4Rotating terrain in level select screen R-UI-4
AI: AI uses shieldsFuzzy State Machine AI
Character Rendering: Updated character modelsShield graphicsImprove character model
Multi-Player: New game mode Last Man Standing R-Mp-2
Cycle 4 – Gantt charts
Terrain PhysicsTerrain Physics
Terrain ModTerrain Mod
Architecture Diagram
ToolsTools
Communication - Gmail, Gtalk
Design - Visual C# ExpressProfiling - CLR, Nprof, XNA
Framework Remote Preformance Monitor
Art Creation - Photoshop, Paintshop, Mapzone, Milkshape
Communication - Gmail, Gtalk
Design - Visual C# ExpressProfiling - CLR, Nprof, XNA
Framework Remote Preformance Monitor
Art Creation - Photoshop, Paintshop, Mapzone, Milkshape
Art - ConceptsArt - Concepts
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Game ScreensGame Screens
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HUDHUD
PosterPoster
TexturesTextures
ThanksThanks
The best and most dedicated team I have ever had the pleasure to work with
The Audience for their attention
Bunny Soccer for their help with animations
Sudden Drop for their help with achievements
The best and most dedicated team I have ever had the pleasure to work with
The Audience for their attention
Bunny Soccer for their help with animations
Sudden Drop for their help with achievements
Special ThanksSpecial Thanks
Dr. SubramanianDr. WartellDr. YoungbloodDr. BarnesAnd other teachers to
numerous to mention
Dr. SubramanianDr. WartellDr. YoungbloodDr. BarnesAnd other teachers to
numerous to mention