1 / 22

Havoc Command

Havoc Command. Authors Ray Dehler Brandon Moreno Will Supinski Tom Watson. Advisor Dr. Bart Rylander Industry Representative Brian Olsen and Van Le Harland Financial Solutions. Agenda. Introduction Will Supinski Background Will Supinski Methods Brandon Moreno

honey
Télécharger la présentation

Havoc Command

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. Havoc Command Authors Ray Dehler Brandon Moreno Will Supinski Tom Watson • Advisor • Dr. Bart Rylander • Industry Representative • Brian Olsen and Van Le • Harland Financial Solutions University of Portland School of Engineering

  2. Agenda • Introduction Will Supinski • Background Will Supinski • Methods Brandon Moreno • Results Tom Watson • Conclusions Tom Watson • Demonstration Ray Dehler University of Portland School of Engineering

  3. Introduction • Thanks to Industry Representatives • Brian Olsen and Van Le from Harland Financial Solutions. • Thanks to Advisor • Dr. Rylander • Thanks to Volunteers • Voice Actors: Dustin Thomas, Nicole Lesage, Kyle Rene, Kelly Brown, Andrew Baldavin, Eric Paugh. • Artists: Kara White, Anna Supinski. • Music: Kessa Kagi University of Portland School of Engineering

  4. Introduction continued... • Computer Game: Havoc Command • 2D Animations • Music • Sound Effects • Voice Actors Havoc Command University of Portland School of Engineering

  5. Introduction continued... • Important because: combination of audio, visual, and storytelling. • Audience will learn: how to design, plan, implement, and release interactive entertainment. University of Portland School of Engineering

  6. Background What are Computer Games? • interactive entertainment • driving force of hardware advances • competition • fun Elite University of Portland School of Engineering

  7. Background continued… Who is Playing Computer Games? • 60% of Americans play games • 61% are adults • 43% are women • average age is 28 Monkey Island University of Portland School of Engineering

  8. Background continued… Why Create a Computer Game? • Challenge • Creative Expression • Fun! Civilization 4 University of Portland School of Engineering

  9. Methods Overview • Research (brainstorm phase) • Typical game industry standards • Using C++? • SDL Library • Project Definition (definition phase) • What type of game? • Features • Story Concept University of Portland School of Engineering

  10. Methods Overview cont. • Project Plan (design phase) • How to put things together • Class Definitions • Delegation of work tasks • Script • Prototype Implementation (code phase) • Coding • Outsourcing and Voice Actors • Debugging • Testing University of Portland School of Engineering

  11. Methods - Research • Industry Standard • Possible with many languages • C++ is the standard • Using C++ • Fast, machine ready code • Memory management problems • Graphics integration • SDL for audio and video University of Portland School of Engineering

  12. Methods – Project Definition • Different Game Styles • First Person Shooter • Role Playing Game • Real-Time/Turn-Based Strategy • Features • Look and feel of the game • User controls and interaction • Story Line • Compelling and Fun University of Portland School of Engineering

  13. Methods – Project Plan • How do we implement features? • Class Definitions • Inheritance • Partitioning the work • The enticing Script University of Portland School of Engineering

  14. Methods - Prototyping • Coding • Getting things done. • Lots of code. • Outsourcing and Voice Actors • Debugging • Bounds Checking • Memory Management • The Weird Stuff • Testing University of Portland School of Engineering

  15. Results • Divided into five parts that pass data along. • Start Screen • Hero Selection Screen • Unit Selection Screen • Battle Map • Combat Screen University of Portland School of Engineering

  16. Start Screen University of Portland School of Engineering

  17. Hero Selection Screen • Main Character Class • Classes • Fighter • Priest: • Rogue • Mage University of Portland School of Engineering

  18. Unit Selection Screen • Units • Footmen • Spearmen • Horsemen • Archers University of Portland School of Engineering

  19. Battle Map Takes in • Heroes • Units • Tile map University of Portland School of Engineering

  20. Combat screen • Portraits • Attack/Defense Values • Unit animation University of Portland School of Engineering

  21. Conclusions • Team of 4 with the help of 9 volunteers created a computer game. • Completed in 7 months time. • Improvements: • Implement further features: role playing elements • Sound and image compression • Full Screen • More levels University of Portland School of Engineering

  22. Demonstration • Features Demo • Spells and Combat • Dialog • Unit Actions University of Portland School of Engineering

More Related