Outline Overview of the game Features The Game World The Fleets Buy System and Money Implementation...

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Page 1: Outline Overview of the game Features The Game World The Fleets Buy System and Money Implementation Interface UML Scripting Timeline.
Page 2: Outline Overview of the game Features The Game World The Fleets Buy System and Money Implementation Interface UML Scripting Timeline.

Outline• Overview of the game• Features• The Game World• The Fleets• Buy System and Money• Implementation• Interface • UML• Scripting• Timeline

Page 3: Outline Overview of the game Features The Game World The Fleets Buy System and Money Implementation Interface UML Scripting Timeline.

Overview

Common Questions• What is the game?– A 3D multiplayer space-based tactical strategy simulation.

The gameplay is inspired by Counterstrike and Homeworld; games will play out in fast-paced rounds.

• What is the target audience?– Strategy fans looking for a faster-paced game with

emphasis on combat. Trekkies, Browncoats, the 501st Legion, Dr. Tang and the 590E Class, etc.

• What is the game rating?– Teen, because of particleFX-laden explosions.

Page 4: Outline Overview of the game Features The Game World The Fleets Buy System and Money Implementation Interface UML Scripting Timeline.

Features

General• Fully 3D space environment; the player can

move his fleets in all three directions• Highly capable camera system with focus lock

and free roam abilities• Unique command and navigation interface• Original soundtrack

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Features

Gameplay• Fast-paced round-based gaming:– Command entire fleets of spaceships– Control many different ships, each with specific

roles, strengths and weaknesses– Acquire money by completing map objectives or

eliminating your enemy– Upgrade your fleet at the beginning of every

round with a Counterstrike-inspired buy system

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Features

• Multiplayer– Network play for up to 8 players– Team-based and individual (e.g. deathmatch)

gametypes

• Scripting Engine– Simple yet flexible engine– Can customize game objects, game types, game

levels

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The Game World

Location• Players battle in various locations in space– i.e. solar systems, nebulas, empty space, etc.

Scale• Large enough to make FTL travel useful• Small enough to permit quick play

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The Game World

Travel

• Sublight– Ships may move from one point to another over time– Players maintain full control over ships

• FTL– Ships may move from one point to another

instantaneously– Ships are vulnerable while "powering up" for an FTL

jump– Only certain ships may travel FTL

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The Game World

Objects• More densely populated than a void• Asteroid belts, gas clouds, and wreckagesPhysics• Basic Newtonian physics, minus the effect of

gravity• FTL jumps are completely different

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The Fleets

• Each player controls a fleet of 10-20 ships (plus fighters)

• All players have access to the same ship types• Flagship: Centerpiece of the fleet• Capital Ships: Big Guns– Battleships– Destroyers– Frigates

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The Fleet

• Fighters: Small, fast, and lethal in large numbers. – Interceptors– Bombers

• Support Ships– No direct combat ability– Can be equipped to serve specific roles– Roles include: Recon, electronic warfare, FTL

jamming, Ship Capture

Page 12: Outline Overview of the game Features The Game World The Fleets Buy System and Money Implementation Interface UML Scripting Timeline.

Buy System• At the beginning of every round, the players have a

fixed amount of time to spend money on their fleets. The player can access a buy menu from which they can purchase new ships and upgrades.

• Newly bought ships will appear in the level at the player's starting point, whether or not the rest of the player's fleet is at the starting point.

• The player may choose to not buy anything and begin playing.

Money• Money is obtained by completing map objectives or

destroying enemy ships.

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Implementation: Render Engine

The rendering engine will be provided by OGRE3D.

• OGRE (Object-Oriented Graphics Rendering Engine)

• flexible 3D engine• C++ • scene-oriented• Direct3D and OpenGL

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Implementation: Camera

Camera Vid1

Camera Vid2

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Implementation: Sound

• Sound capability will be provided by the OpenAL sound rendering engine.

• Music– We hope to have at least a theme for the game, and

maybe a simple score for the actual game. • Effects– No one can hear you scream in space. But that's

boring. So there will be soundFX for weapons fire and explosions.

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Frontend Interface

Page 17: Outline Overview of the game Features The Game World The Fleets Buy System and Money Implementation Interface UML Scripting Timeline.

Frontend Interface

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Frontend Interface

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In-Game Interface

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UML

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UML

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Scripting Engine

• Game will be highly scriptable• Scripts will be text files• Simple command format• You can script maps, objects, ships, weapons,

etc• We will design our own script parser

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Timeline• game engine march 26 • camera system march 26 • scripting language, parser march 26 • frontend UI and command UI march 31 • navigation interface march 31 • client/server networking code march 31 • AI/pathfinding april 5 • maps/levels april 12 • 3D object models/textures april 20 • audio content may 1 • gameplay balancing/debugging may 1 • ship components ?