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Midterm Demo (Fall 2008) 1

Midterm Demo (Fall 2008)

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Midterm Demo (Fall 2008). Outline. BuggyCode Studios Employees BUGS, Last Stand Squad Game Levels Demo 1 Game mechanics Interaction Game engine features used Sound effects Graphics AI Remaining Tasks Demo 2. BuggyCode Studios Employees. - PowerPoint PPT Presentation

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Page 1: Midterm Demo (Fall 2008)

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Midterm Demo (Fall 2008)

Page 2: Midterm Demo (Fall 2008)

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Outline BuggyCode Studios Employees BUGS, Last Stand Squad Game Levels Demo 1 Game mechanics

Interaction Game engine features used Sound effects Graphics AI Remaining Tasks

Demo 2

Page 3: Midterm Demo (Fall 2008)

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BuggyCode Studios Employees

Alper Akbal Farid Harhad

Sean O’Connell

Andrew Staley

Tarik Teksen Tutal

•Developer•Game physics

•Developer•Team lead

•Developer•Wiimote & AI

•Concept Art•3D Art

•Developer•Sound effects

Checks us out at http://www.buggycodestudios.com

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BUGS, Last Stand Squad

Protect Earth from deadly gigantic cyborg bugs (the cybugs)

Story Armament race drives world wide conflicts Green World’s cybug project backfires Cybugs attack nuclear sites world wide

Multiplayer TPS & wiimote-based game “Tower defense” game play 4 Levels

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Game Demo 1

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Game Mechanics

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Interaction

Players destroy cybugs with wiimotes

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Game Engine Features Used Terrain & mesh readers irrEdit irrKlang

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Sound mixing Background music Prioritize sounds being played Specify 3D world position & volume

of sound

Sound FX Needed for the Game

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Sound FX Implemented

Console app to test the irrklang library capabilities and a test class to adjust sound FX

Music for IntroState and MenuState (thrilling)

Music for PlayerSelectionState (winding up)

Background music for TestLevel Sound mixing Every cybug plays its own sound

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Remaining Sound FX Tasks Each bug and each weapon will have

its own sound Adjust volume according to distance Multiple sound effects and ambient

sounds in order to get rid of monotony. Make minor adjustments for various

game levels Create our own sound effects

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Concept Art :: Character Art (1/2) Four distinct

character types, each with his or her own strength and weakness

Here are heavy and midrange concepts

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Concept Art :: Character Art (2/2) Here are

the Sniper and Demolition concepts

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Concept Art :: Bugs

Techno-Organic, about 5-6ft tall, many types

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AI :: Waypoints (1/2)

The cybugs will follow certain paths, which are determined by waypoints

For each spawn point, there will be different paths, randomly chosen by a cybug

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AI :: Waypoints (2/2)

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AI :: Flocking (1/4)

To create variations, there will also be a flocking algorithm

Cybugs will not collide with each other

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AI :: Flocking (2/4)

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AI :: Flocking (3/4)

Steering Rules

Cohesionsteer to move

towards average

position of local flockmates

Alignmentsteer towards the average

heading of local flockmates

Separationsteer to avoid crowding local

flockmates

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AI :: Flocking (4/4)

Algorithm Basicsvec3 sep = separate(flock)vec3 ali = align(flock)vec3 coh = cohesion(flock)

float A = 2.0float B = 1.0float C = 1.0

acceleration += sep * A + ali * B + coh * Cvelocity += accelerationposition += velocity

acceleration = vec3(0, 0, 0)

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Remaining Tasks

HUD overlay Add character and base 3D models Create 4 distinct levels Finish sound dynamics Finish waypoint AI code Finish bug/bullet collision detection

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Game Demo 2

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Thank you