1 / 26

Slackers

Slackers Noroi Kujira Presents Turbo Edition Peter Bingel Steven Espinosa David He Jonathan Fomby DESIGNERS/PROGRAMERS/R0X0RS0ERS 3D Top Down Shooter (TDS) PEW PEW!!! Description Goals DON'T DIE GET WEAPON UPGRADES KILL EVERYTHING GET THE HIGHSCORE Gameplay ie.(PEW PEW!!!) TDS

Gabriel
Télécharger la présentation

Slackers

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Slackers

  2. Noroi Kujira Presents Turbo Edition

  3. Peter Bingel Steven Espinosa David He Jonathan Fomby DESIGNERS/PROGRAMERS/R0X0RS0ERS

  4. 3D Top Down Shooter (TDS) PEW PEW!!! Description

  5. Goals DON'T DIE GET WEAPON UPGRADES KILL EVERYTHING GET THE HIGHSCORE Gameplay ie.(PEW PEW!!!) • TDS • Arcade Style • Pickup and Play • HARD – Tons of ships • Good Music • PEW PEW!!!'s

  6. VIDEO

  7. System Requirement • Processor: Modern AMD or Intel processor • O/S: Windows 2000/2003/XP • RAM: 128 MB • Disk: 10 MB? • Driver package: Direct X 9.0 • Display: 800x600 res • Audio: speakers

  8. Audience • Criteria: • Violence: mild • Language: none • Sexuality: none • Gambling: none • Alcohol/Drugs: none • Required skill: persistence • Suggested rating:

  9. Level Design • Level basics: • New boss ship • New enemy ships • New terrain/backdrop • Flexibility: • Levels stored in external files.

  10. Interface/Camera • Player sees the game via a top down camera • Hud overlay on screen provides information necessary to player • Player health • Boss health, when applicable • Current/High scores • Power-ups remaining • Lives remaining • May implement a panning camera that takes advantage of the full 3D nature of the game during level/boss transitions

  11. Input/Output • All control will be done via the keyboard • Either WASD or arrow keys may be used for primary movement • Other keys will be bound for firing, special moves as is deemed fit • May make customizable controls in order to accommodate as many people as possible • Players will have the ability to control their ship through massive PEW PEW battles

  12. Premise • Simply to survive • Kill Enemy Ships • Manage ammunition and weapon upgrades • Evade Enemy Fire • Counter-maneuvering • Weapon based counter-measures • PEW PEW!!!”

  13. Limitations, Choices & Resources • Limitations • Limited health and ammunition • Choices • Player constantly making decisions • How to allocate resources (health, ammo) • How to evade enemy fire • Resources • Health and Ammo • Weapon upgrades (primary, secondary, and defensive)

  14. Content Design • 2D texture for background • 3D player and enemy models • Created in Wings, 3D Canvas Pro, Photoshop

  15. Ship Examples The Coolest Ship The Metal Ship The Flyswatter Ship

  16. Ship Examples (cont.) The Fork Ship The Seahorse Ship The Ugly Ship

  17. Audio • Techo beats provided by Andrell Shaw • Sound FX • “PEW PEW!!!” • “Ka-Pow!”

  18. 3D Graphic Engines

  19. Good Docs • Works with both OpenGL and DirectX • Lots and Lots of Online help • Only Does 3DGraphics • OpenAL for Audio • Going to build our own Physics or find a Download Solution.

  20. Class Diagram (rough)

  21. Testing • We will be developing the game incrementally and testing as much as possible at each stage • Boss fights will initially be tested in a level in which they are they only enemy in order to ensure that they are working as intended • Extensive test plan to be implemented when we have one complete level to ensure it is of the highest quality before continuing

  22. Timeline March 7 – Initial presentation and models March 21 – Initial test demo w/ scrolling background texture, simple model April 4 – Play test with hud, simple enemies pathing on screen April 11 – First boss fight implemented April 18 – First level completed/tested May 2 – Finished polishing/addition levels possibly implemented

More Related