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Step into the captain's seat in "The Picard Maneuver," an exhilarating sci-fi space battle game. Navigate your ship through dynamic space environments, engage in fierce combat with enemy forces using homing torpedoes, and carefully maneuver to evade attacks. Harness the power of Wiimote controls and 3D stereoscopic vision for an immersive experience. Overcome technical challenges like collision detection and damage effects to create the ultimate space battle. Experience intricate ship models crafted in Blender, with detailed textures and lighting, as you fight to protect your fleet against overwhelming odds.
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James Harpe Jesse Cowles The Picard ManeuverA Sci-Fi based Space Battle Game
The Idea • Assume the role of a ship’s captain • Maneuver your ship through space • Attack the enemy by firing homing torpedoes • Avoid the enemy’s attacks • Use the Wiimote and 3D Stereoscopic Vision
Technical Challenges • Exporting and Reading Models • Visual Effects • Weapon Firing • Shields • Damage Effects • Collision Detection • Mapping User Input
Technical ChallengesModels • Models are premade in Blender • Thousands of vertices • Detailed textures • All kinds of lighting information • Export models to .obj and .mtl files • Use JME to read these files
Technical ChallengesWeapons and Shields • Can fire: • A torpedo • Our custom model • Phasers/lasers • Optionally implemented • Simple shield effect • First, get hull collision working
Technical ChallengesShip Damage Effects • Very complex in the Sci-Fi world • Example: Ship breaking into pieces • Show a simple explosion effect on top of the ship being blown up • Keeps most realism • More investigation needed to implement this
Technical ChallengesCollision Detection • Ship hull collision detection • Ship explodes on contact • Ship shield collision detection • Torpedo which impacted shield explodes • Use JME for both
Technical ChallengesMapping User Input • Possible aspects of control: • Ship rotation • Ship engine speed • Weapon targeting • Many combinations exist with mouse, keyboard, and Wiimote • 2 scenarios are best (see next slide) • Both scenarios use Wiimote’s B button to fire
Technical ChallengesMapping User Input • Target enemy with crosshairs • Point at enemy on the screen with Wiimote • Ship rotates in the direction where the player wants to fire • Based on the accelerometer data and the distance of the crosshair from the center of the screen • Do not target enemy • Rotate Wiimote to rotate the ship • Ship is only capable of firing straight ahead • Simpler
Summary of Existing Resources Used • Ship models • Java Monkey Engine 2 • Stereoscopic vision support • Wiimote API • Possibly other software as need arises