Digital Prophets
Andrew HansenBrent Chua
Brandon MantzeyKent GambillDrew Banyai
Ad Gladium• Fighting game based on
Roman gladiatorial combat
• Two gladiators pitted in mortal combat
• Fight to the death!
Brandon MantzeyQA Lead
• Lua Scripting• Sound System• Input
– Keyboard, Joypad, Mouse, 360 Controller
– Key Bindings System
• Message System• Combo System
Sound System• FMOD
– Cross-platform
• Features– 3D Sounds– Volume/Frequency
interpolation– Crowd excitement– Player adrenaline
Brent ChuaTech Lead
•Camera System•Camera Behaviors•Artificial Intelligence•Action Manager•Shader Manager
AI - Action Manager
Drew BanyaiProject Lead
• Menu Systems• HUD Systems• Texture Manager• System Integration• GANTT Chart• Main Game Loop
Main Game Loop• Utilizes a new system of state
layers.
Kent GambillDesign Lead
• Documentation• Assisted w/ Scheduling• Render Engine
– DirectX, HLSL
• Animation System– Skinned-Mesh
• Combat System– Animation Side
Combat System
• “Regular Way”– Bounding Volume
Hierarchy
• “Our Way”– Distance & Angle
Calculations
Regular Way
Our Way
• Animation-Based– Animation Frames
• Angles & Distance• Dark Math Magic
– Dot Product
Hit Frames
Cancel HitParry Combo
OUCH!
Andrew HansenAsset Lead
•Asset Pipeline•Effect Manager•Quad Effects•Particle Effects
Particles
What We Learned
• Shaders have limitations.• Work together – communicate.• Time management.• Similar hardware, different
results.• Take a break!!
Things We Overcame
•Game Pre-Production•Design/Documentation•Meeting Areas•Hardware Issues•Summer Break
Lets Play The Game!!!