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Digital Prophets Andrew Hansen Brent Chua Brandon Mantzey Kent Gambill Drew Banyai

Ad Gladium Final Presentation Slides

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This is the final Powerpoint slides for the game Ad Gladium

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Page 1: Ad Gladium Final Presentation Slides

Digital Prophets

Andrew HansenBrent Chua

Brandon MantzeyKent GambillDrew Banyai

Page 2: Ad Gladium Final Presentation Slides

Ad Gladium• Fighting game based on

Roman gladiatorial combat

• Two gladiators pitted in mortal combat

• Fight to the death!

Page 3: Ad Gladium Final Presentation Slides

Brandon MantzeyQA Lead

• Lua Scripting• Sound System• Input

– Keyboard, Joypad, Mouse, 360 Controller

– Key Bindings System

• Message System• Combo System

Page 4: Ad Gladium Final Presentation Slides

Sound System• FMOD

– Cross-platform

• Features– 3D Sounds– Volume/Frequency

interpolation– Crowd excitement– Player adrenaline

Page 5: Ad Gladium Final Presentation Slides

Brent ChuaTech Lead

•Camera System•Camera Behaviors•Artificial Intelligence•Action Manager•Shader Manager

Page 6: Ad Gladium Final Presentation Slides

AI - Action Manager

Page 7: Ad Gladium Final Presentation Slides

Drew BanyaiProject Lead

• Menu Systems• HUD Systems• Texture Manager• System Integration• GANTT Chart• Main Game Loop

Page 8: Ad Gladium Final Presentation Slides

Main Game Loop• Utilizes a new system of state

layers.

Page 9: Ad Gladium Final Presentation Slides

Kent GambillDesign Lead

• Documentation• Assisted w/ Scheduling• Render Engine

– DirectX, HLSL

• Animation System– Skinned-Mesh

• Combat System– Animation Side

Page 10: Ad Gladium Final Presentation Slides

Combat System

• “Regular Way”– Bounding Volume

Hierarchy

• “Our Way”– Distance & Angle

Calculations

Page 11: Ad Gladium Final Presentation Slides

Regular Way

Page 12: Ad Gladium Final Presentation Slides

Our Way

• Animation-Based– Animation Frames

• Angles & Distance• Dark Math Magic

– Dot Product

Page 13: Ad Gladium Final Presentation Slides

Hit Frames

Cancel HitParry Combo

OUCH!

Page 14: Ad Gladium Final Presentation Slides

Andrew HansenAsset Lead

•Asset Pipeline•Effect Manager•Quad Effects•Particle Effects

Page 15: Ad Gladium Final Presentation Slides

Particles

Page 16: Ad Gladium Final Presentation Slides

What We Learned

• Shaders have limitations.• Work together – communicate.• Time management.• Similar hardware, different

results.• Take a break!!

Page 17: Ad Gladium Final Presentation Slides

Things We Overcame

•Game Pre-Production•Design/Documentation•Meeting Areas•Hardware Issues•Summer Break

Page 18: Ad Gladium Final Presentation Slides

Lets Play The Game!!!