Contents Overview Major Features Major Components User Interface Gameplay Testing UML Timeline

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Contents

• Overview• Major Features• Major Components• User Interface• Gameplay• Testing• UML• Timeline

Overview

• Chrome Desires• 3rd Person Shooter• War of the Mechanical BattleMasters• Online Multiplayer• Original Music Score• Most “Explodiest” Game of the Year• Rated T for Teen - Violence• Requires DirectX 9.0 and Windows

Major Features

• Single Player

• Multiplayer

• Options and Settings

Single Player

• Practice Grounds

• Battle Automated Mechs

• Not Story Driven

• Few Consecutive Levels

• Not Main Focus of Game

Multiplayer

• Main Focus of Game• Hosting or Joining Hosted Game

– Hosted through IP or LAN– Join by IP Address– LAN Hosted Games Appear in a List

• No Automated Mechs• Time Limit or Kill Limit• Deathmatch Only

Major Components

– Game Engine– System Specific Code– Resources

Game Engine

• Engine provided by Vaughan Young• Came with DirectX book• Engine modified to suit our game• Handles

– Rendering– Networking– Input/Output– Audio– Collision Detection– Physics – Script Handling

System Specific Code

• Player Manager– Handles all instances of Player Object

• Bullet Manager– Handles all instances of Bullet for each player

• Weapon– Owned by Player Objects– Creates instances of Bullets

• Menu System• Game Class

– Manager of managers– Handles all aspects of game

Resources

• Meshes and Textures• Sounds Effects and Music • Scripts

– Text files containing parameters for specific in-game objects

• Handled using Multiple Linked Lists– Engine does not allow multiple instances of

same resource– Engine removes instances when completed

User Interface

Main Menu

Multiplayer Game MenuMulti-Player Mode

Back

Character Settings MenuCharacter Settings

(Insert Player name)

Mech 1 Mech 2 Mech 3 Mech 4

Back Next

Host Game Menu

Host Game

Map Selection

Back

Your IP: 127.0.0.1

Port#: (Enter Port#)

Play

Join Game Menu

Join Game

Enter IP:(enter IP address)

Back

Join

In-Game Screenshot

Gameplay

• Mechs– Abilities– Damage Zones

• Weapons– Melee– Ranged

• Maps– Individual Maps– Structures– Spawning

Mechs

• Light– Fast Speed– Weak Armor– Weak Melee

• Medium– Balanced Armor, Power, and Speed

• Heavy– Slow– Heavy Armor– Powerful Melee

Mech Abilities

• Stand• Run• Strafe (Right or Left)• Jump• Crouch• Crouch Run• Taunt• Aiming• Shooting• Picking Up Items

Running Example

Crouch-Running Example

Jumping Example

Taunting Example

Weapons

• Mech Specific Melee• Ranged Weapons

– Chain Gun Default– Rocket Launcher– Laser– Mines– The Shredder– Energy Beam– Electromagnetic Stream

Individual Maps

• Wasteland

• Stadium

• Megatropolis

• Space Station

• Moon Base

• Temple

Structures

• Varying sizes– Small houses (Small)– Skyscrapers (Large)

• Most are Destructable– Bunkers provide impenetrable protection

• Repair Stations– Mechs stand on platform– Repaired by small mechanical robots

Spawning

• Player Spawn Points– Maps contain multiple spawn points– No grace period after spawning

• Each spawn is random• Weapons Spawn Points

– Vary on each map– Respawn after set amount of time

• Ammo Spawn Points– Similar to Weapon SP but with ammo

UML

Testing

• Testing – Done constantly throughout development– After first version release, major testing phase

starts– Set of test cases applied to the game

Timeline

• Mechs completed – March 16• Levels completed – March 20• Weapons completed – March 30• Beta Version (Multiplayer only) – April 2• Beta Testing Phase Begins – April 2• End Testing Phase – April 9• LAN Party with Tang – April 10• Next Development Phase – April 11• Alpha Version – May 5

Questions, Comments or Suggestions?