1 / 11

CMPE 490 Presentation Video Game

CMPE 490 Presentation Video Game. Group members: Billy Kozak Nathan Sinnamon Jeff Theriault. We wanted to make a better video game than ‘Lunar Lander’ To do something we will enjoy working on Testing = playing video games (at least in the (very, very) late stages)

yul
Télécharger la présentation

CMPE 490 Presentation Video Game

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. CMPE 490 PresentationVideo Game Group members: Billy Kozak Nathan Sinnamon Jeff Theriault

  2. We wanted to make a better video game than ‘Lunar Lander’ • To do something we will enjoy working on • Testing = playing video games (at least in the (very, very) late stages) • The end product is fun! Motivation

  3. Gameplay which emulates an arcade-style space shooter • Wireless controllers which use accelerometers as input • Multiplayer! (by ‘multi’ we mean 2) • Video (VGA) output Functionality

  4. Game Concept

  5. Design:Main Unit

  6. VGA Buffer System

  7. Triple Axis Accelerometer • Detect controller rotation and gestures (Wii-style) • PIC Microcontroller on-board • Processes accelerometer (I2C) data • Formats current state into a packet and transmits via Xbee to Main unit • ZigBee wireless communication • Cables are bad. Wireless is fun! • PIC communicates with ZigBee over a serial link Design:Controller

  8. Design:Software

  9. The game engine works by repeating 8 basic steps in a continuous loop. • Step 1 fetches new ships from memory and places them onscreen if the correct amount of time has elapsed. • Step 2 reads data from the controllers and updates the player ship’s positions. • Step 3 updates locations of the enemy ships as determined by simple AI routines. • Step 4 updates the locations of all onscreen projectiles • Step 5 detect collisions and resolve collisions (between two or more ships or a ship and a projectile) • Step 6 redraws every ship and projectile according to its updated position (dead ships/ projectiles are erased) • Step 7 detect for victory or loss conditions so we can • Step 8 update the game’s time counter and ensure that we don’t go back to step 1 until 15ms have passed Design:Game Engine

  10. Video games are harder to make than we thought! • The benefits (and sheer terror) of “writing it yourself” Conclusion

  11. Questions?

More Related