Ryan Chilton Brent Warren Steve Landers Ian Robinette Created By: Tyler Ayres Art 753 – Video Game...
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Transcript of Ryan Chilton Brent Warren Steve Landers Ian Robinette Created By: Tyler Ayres Art 753 – Video Game...
Ryan Chilton
Brent Warren
Steve Landers
Ian Robinette
Created By:
Tyler Ayres
Art 753 – Video Game Production
A Mode7/3D racer, implemented in flash, 10 weeks from concept to post-mortem.
Concept & Game Design Doc (GDD)
Splitscreen racing action.
Jan 5
Track features
State diagram / typical user story.
Phase:
Concept
Ryan
Art Inspiration/Realization (1/2)
Phase:
Concept
“Driving School”
“Cue Ball Wizard”
“Buckeye”
“Aztec Gold”
“Stars”
Pinball Basics Bumper Targets Rollover Targets
Flipper
Ball
Rail
Award player bonus points.
Circular obstacle, kickback. Detects ball rolling on top.
Lights up, physically passive.
Im
ple
menta
tion
Abst
ract
ion
Exam
ple
Balls are player avatars.
Rails envelop roamable track.
Plunger
Plunger never implemented.
Jan 12
Ryan
Dropdown Target
“Indiana Jones”
Spinner Target Slingshot Wedge
“Driving School”
“Haunted House”
“Freedom”
“Aztec Gold”
“Elvis”
Painted surface, 2 pillar support.
Spins when ball rolls through.
Top is painted, sides are flexy.
Reflects ball on contact.
Drops into table when hit.
Grouped with a theme.
Im
ple
menta
tion
A
bst
ract
ion
Exam
ple
Not strictly wedge shaped, convex polygon bumper.
Phase:
ConceptJan 12
Ryan
Art Inspiration/Realization (1/2)
Gameplay/viewport inspiration.
Phase:
ConceptJan 12
Track extends to horizon.
Skybox / panorama fill.
Curve/combo physics. Mash gas and go.
Mode7 reference games – Mario Kart, F-Zero
Place horizon lower to reduce rendering expense.
Minimap / whole track.
Race, but collection/exploration can improve your time too.
Implementation Chronology (1/3)
Early architecture, good ol’ brick ‘n purple text.
Test of the original collision code.
Jan 22 Jan 22
Track texture mapper.
Jan 1
Extrusion/line support.
Jan 15 Extracting rail geometry.
Jan 22
It’sa me, Mario Kart!
Finally, original content.
Jan 25
Phase:
Building
Ian
Implementation Chronology (2/3)
Collision test running on complex, original geometry.
Big step forward, collision and renderer united into playable, basic game.
First title screen with the dot matrix in back.
A different color ball for each player.
Early player select architecture. Jump in implemented with engine.
Addition of the giant flippers. Frightening.
Jan 29
Feb 14
Feb 5
Feb 14Feb 5
Jan 31
Phase:
Building
Ian
Implementation Chronology (3/3)
More sophisticated jump-in screen with real logo.
Player select screen with a giant clock in back.Refinement, demo play
explained through engine.
High score screen gets fancy dot matrix effects.
Final player select screen, with level select.
Final game with 3 players and a minimap.
Feb 19
Feb 21
Feb 15
Mar 11Mar 4
Feb 15
Pitched, completely redone!
Phase:
Building
Ian
Anatomy of a Pinball Racer Scene
Phase:
As-Built
“Mode7” plane – low cost, big impact, the focus point for artist.
3D lines - require transformation, awkward z-sorting semantics.
Panorama – essentially zero cost, yet covers ~40% of view.
Flat shaded surface– fully 3D: transform, clip, z-sort, outline.
Extruded surface – fully 3D, flat sides, top textured by Mode7
Textured surface – arbitrary texture mapping, extreme expense.
Invest artist time up top, add lower items to improve 3D illusion.
Gre
ate
r re
alis
m,
art
isti
c fr
eedom
, and p
ipelin
e c
om
ple
xit
y.
Bett
er
retu
rn o
n “
vis
ual im
pact
/com
puta
tional co
st”
rati
o.
Billboard – 2D sprite bound to 3D point. Z-sorted by centroid and scaled.
Ryan
Attract loop components
Phase:
As-Built
Each attract loop screen is a subclass of
HookUp Unhook Update DrawEach of which may implement
And has members and
When a screen sets to true, the game will call the Unhook method of the screen, switch to the screen specified by , and call HookUp on the new screen. While is false on the current screen, Update and Draw will constantly be called. This setup easily allows for each screen to dynamically decide what comes next and inform the game of this.
if
Unhook
Set
DrawUpdate
HookUp
Title
High Scores
Credits
How to play
Attract Loop
Steve
Dot Matrix Display
Phase:
As-BuiltInspired by real pinball displays
Used throughout the game for a number of nifty effects
Rendered pinball simulation through a dot matrix for the title screen
Credits screen has lit dots swirling around the border and making waves in the center
Used for bonus screens
Flashy borders surrounding dot matrix high scores
A dot matrix for each player’s high score entry and a larger one showing the last level
Steve
Size=(800 by 600) Extracted 4 starts, 109 nodes, 37 polygons and 6 regions.
Level Design Aid, “ScannerProgram”Level
Design
Picky about input: need very clean lines, near-perfect color matches.
Automates some aspects of track making (point/polygon placement).
Modifying scanner data invalidates track script (changes polygon IDs)
Leverages existing drawing tools (MsPaint, Adobe PS) as map editors.
0xFF00FF = Point0xFF0000 = Polygon Start0x00FF00 = Polygon Defn.0xFFFF00 = Player start.0x00FFFF = RegionAnything else = Ignore.
Jan 29
Brent
Track Design (1/5) – Haunted HouseLevel
Design
Level Design
Jan 30 Vision: zombies, ghosts, mansion, cave, dark night
Texture
Billboards:
•Layout mostly hand-drawn
•Attempt at a more 3D feel
Start
Brent
Track Design (2/5) – Buckeye StadiumLevel
Design
Level Design
Feb 22Vision: Ohio State, buckeyes, football players,scarlet and gray, stadium
Screen shot
Texture
Brutus:
•All track art done by Tyler
bumper
panorama of OSU stadium
Roll-over target
Start
Brent
Track Design (3/5) – Driver’s Ed.Vision: road test, orange cones, traffic signs, how-to-play demo
Basic oval layout.Added extra room to demo a combo.
Conceived as just a demo, autopilot.
As painted.
Asphalt
Yellow paint
Cones
Traffic combo Signs
Screen shot.
Instructions
Feb 15
Level Design
Ryan
Promoted to playable (week 8). Level is extremely easy!
Track Design – Aztec Gold (4/5)Vision: aztec calendar, gold coin, chichen itza, jungle, quetzalcoatl
Cipactli
Crocodile Eagle
CuauhtliItzcuintli
Dog
Daysign glyphs – CC/NonCom Marta Ramirez.
Zodiac contains 20 signs – all appear in-game.
Shape of racetrack. (alt: circle labyrinth)
Deity Billboards
Texture
Screen shot.
Feb 1
Level Design
Not shown: detailed sound design (“menagerie”)
Vision: slots, craps, poker, blackjack, roulette, strip marquees
Track Design (5/5) – VegasLevel
Design
Level Design
Texture
Marquee inspirations.Table game inspirations.
Screen shot.
March 11!
Entire map drawn in powerpoint! Then printed to file as .png. Best practice?
Ryan
Carpet & Felt surfaces.Vector art,
imitates OSU.
Periodic “mirage”. Tiling was a poor idea.
Post-MortemLines of code, by component
Asset size in MB, by map (#files)
TOTAL 24.048 MB (102 files)
Player Select(6)
OSU(5)
Aztec(28)Haunted
House(40)
Drivers School(11) Common(12)
System
Attract Loop
Physics
Scanner
Renderer
Track Scripts
UtilityDMD
TOTAL 11,572
CPU Expense, in ms.
Flash Rasterizer
Polyhedra
Mode7Lines
Billboards
Panorama
Object Collisions
Map Clipping
TOTAL 24 ms
(40 fps)
System metrics
Renderer costs more than Physics.
Wide variation in map size.
Renderer is many LOC, but >75% is reused from prior demos.
Steve
Vegas=2.5 MB =Player Select
(not shown)
What went right…Post-
Mortem
Camera easing and sonic-style rail physics feel great.
Dot matrix display captures pinball feel (it’s improv too, not in GDD)
Good teamwork, “our game”, each member can identify their contri.
Internal code reuse. Good return on engine/DMD investments.Corollary: DMD+Engine = Awesome2
External code reuse. Prior flash demos leveraged for M7/3D fx.
Expandable. Adding new map content is a relatively simple process.
Ian
Reasonable performance for 3D-ish game in flash.
New scriptable/interactable elements feasible, too. (Vegas rotary)
Fundamental mechanics in place: race, bounce, collect.
Game is totally mute when not inside simulator. (no menu beeps?)
Physics locked in 2D, planned 3D effects (jumps/rails) are missing.
Map production is overwhelming, fell short of planned # of maps.
Post-MortemWhat went wrong…
Design doc is ignorant of team composition (too much art req’d)
SVN was not the silver bullet it was expected to be.
Features were not well planned in advance.
Creation process stifled: Need to update old content with new code.
Bailed out at last minute – original music composed in beatbox/synthesizer.
Brent
If we had just 1 more week…Simple 3D tricks (camera z- as speed+, pop-up pad, stomp target)
Improve physics robustness to prevent “escapes” (NPC especially)
Hit the gas just right during Ready/Set/Go and get “speed boost”
Targets all get custom sounds, already supported programmatically.
Post-Mortem
At least 2 more maps: Pencil world, Neon, & maybe Irish.
More in game music, track specific melodies / beat mixes.
Program a deployment script. (Pick out only needed assets).
Steve
Start level with plunger charge-up feature. (related to above).