Why DarkWynter? FDon’t Assume Real Knowledge + FWynter - Cause Wynter is cool and swapping vowels...

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Transcript of Why DarkWynter? FDon’t Assume Real Knowledge + FWynter - Cause Wynter is cool and swapping vowels...

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