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Project ImpactO Do you have the balls?

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Project ImpactO. Do you have the balls?. Unity 4 Pro. Version control Global effects (God rays , volumetric partilcles , realtime shadows ). Project integration. Workflow. SCRUM framework . Daily scrum Product backlog Sprint planning / retrospectives SVN - PowerPoint PPT Presentation

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Page 1: Project ImpactO

Project ImpactO

Do you have the balls?

Page 2: Project ImpactO
Page 3: Project ImpactO

Unity 4 Pro

Version control

Global effects (God rays,

volumetric partilcles, realtime shadows)

Page 4: Project ImpactO

Project integration

Page 5: Project ImpactO

Workflow

SCRUM framework.

Daily scrum

Product backlog

Sprint planning / retrospectives

SVN

Focus on marketing

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M.S.C.W.

Page 7: Project ImpactO

New features

HTF mode

Race mode

Energy resource

Customization

Completely new level

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Page 9: Project ImpactO

The Level

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The Level

PIPELINE

Programs

Workflow

LEVEL DESIGN

Cohesive

Objective

Game Mode

Prototype

MODULAR

Textures

Models

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Prototype

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The Character

- Big bulky plates for silhouette- Compact electronic details for

easier texture baking- Worn down

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The Character

amklasdfsdgn

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Rigging/Animation

- UNITY 4 – Mecanim- walk and run scripting pretty straight

forward- Simple UI for animation clip

management- Walkcycle = 3 animations

forward, left & right

- Solid rig- Clean export rig- Stable and flexible control rig

- Customize equipment- Placement of attachment joints

- Mechanical character- Robot designs relatively simple to

morph into spheres- No deformations = easy skinning

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The Garage

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The GaragePIPELINE

Programs

Workflow

FEATURES AND CONTENT

Limiting the viewCamera

DoF

Map

Ambiance

God rays

Particles

Fog

Optimization

Details in slots

Simple baseshape

Maps images

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Character customization

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Joint attachments

Bone attachments for modular components

Simple for others to add specific items at specific locations

Bone search structure with specified items available to specific bones

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Unity AssetBundlesSupport for loading of resources on demand

Easy to add new items to your game = good for DLC

Support for realtime loading of resources when needed

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Network instantiation

A lot of items = a lot of possible combinations

Spawning a customized character over network = challenge

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User Management and Player Matchmaking

User Registration User Login Player Matchmaking

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Player Matchmaking

The Simple Method The Advanced Method

• Current Game State • Current Game State• Connection Capabilities• Player Location• Player Settings• Player Experience

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Player Matchmaking Illustation

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Procedurally Generated Levels

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Arbitrary Grid

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Randomize points for path to pass through

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Randomize weight on grid

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Pathfind through the points

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Populate the path with actual game track

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Networked Physics

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The 7 steps to profit

1. Pure client/server

2. Client-side prediction

3. Data compression

4. Prioritization

5. Player interaction

6. …

7. PROFIT!!!

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Challenges

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Bandwidth is limited

Networking for Physics Programmers 2010

Glenn Fiedler

2.7 million samples

99.1% can support 64kbps up and down.

Roughly 256 byte packets @ 30 packets per-second

Not nearly enough for bigger scenes

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Player vs playerHard to handle events with multiple players involved

There will be differences in players prediction

How do you keep things “fair”?

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The EndThank you for listening!